EditorSettings
继承: Resource
< RefCounted
< Object
Object that holds the project-independent editor settings.
描述
Object that holds the project-independent editor settings. These settings are generally visible in the Editor > Editor Settings menu.
Property names use slash delimiters to distinguish sections. Setting values can be of any Variant
type. It's recommended to use snake_case
for editor settings to be consistent with the Godot editor itself.
Accessing the settings can be done using the following methods, such as:
var settings = EditorInterface.get_editor_settings()
# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
settings.set_setting("some/property", 10)
# `settings.get("some/property")` also works as this class overrides `_get()` internally.
settings.get_setting("some/property")
var list_of_settings = settings.get_property_list()
EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
// `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
settings.SetSetting("some/property", Value);
// `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
settings.GetSetting("some/property");
Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList();
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_editor_settings
.
属性
方法
void | add_property_info ( info: Dictionary ) |
bool | check_changed_settings_in_group ( setting_prefix: String ) const1 |
void | erase ( property: String ) |
PackedStringArray | get_changed_settings ( ) const1 |
PackedStringArray | get_favorites ( ) const1 |
Variant | get_project_metadata ( section: String , key: String , default: Variant = null ) const1 |
PackedStringArray | get_recent_dirs ( ) const1 |
Variant | get_setting ( name: String ) const1 |
bool | has_setting ( name: String ) const1 |
void | mark_setting_changed ( setting: String ) |
void | set_builtin_action_override ( name: String , actions_list: Array InputEvent ) |
void | set_favorites ( dirs: PackedStringArray ) |
void | set_initial_value ( name: StringName , value: Variant , update_current: bool ) |
void | set_project_metadata ( section: String , key: String , data: Variant ) |
void | set_recent_dirs ( dirs: PackedStringArray ) |
void | set_setting ( name: String , value: Variant ) |
信号
settings_changed ( )
Emitted after any editor setting has changed.
常量
NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000
Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes.
属性说明
bool
asset_library/use_threads
If true
, the Asset Library uses multiple threads for its HTTP requests. This prevents the Asset Library from blocking the main thread for every loaded asset.
bool
debugger/auto_switch_to_remote_scene_tree
If true
, automatically switches to the Remote scene tree when running the project from the editor. If false
, stays on the Local scene tree when running the project from the editor.
Warning: Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused.
bool
debugger/profile_native_calls
If true
, enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.
int
debugger/profiler_frame_history_size
The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates.
int
debugger/profiler_frame_max_functions
The maximum number of script functions that can be displayed per frame in the profiler. If there are more script functions called in a given profiler frame, these functions will be discarded from the profiling results entirely.
Note: This setting is only read when the profiler is first started, so changing it during profiling will have no effect.
int
debugger/profiler_target_fps
The target frame rate shown in the visual profiler graph, in frames per second.
float
debugger/remote_inspect_refresh_interval
The refresh interval for the remote inspector's properties (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the Remote scene tree is selected in the Scene tree dock.
float
debugger/remote_scene_tree_refresh_interval
The refresh interval for the remote scene tree (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the Remote scene tree is selected in the Scene tree dock.
bool
docks/filesystem/always_show_folders
If true
, displays folders in the FileSystem dock's bottom pane when split mode is enabled. If false
, only files will be displayed in the bottom pane. Split mode can be toggled by pressing the icon next to the res://
folder path.
Note: This setting has no effect when split mode is disabled (which is the default).
String
docks/filesystem/other_file_extensions
A comma separated list of unsupported file extensions to show in the FileSystem dock, e.g. "ico,icns"
.
String
docks/filesystem/textfile_extensions
A comma separated list of file extensions to consider as editable text files in the FileSystem dock (by double-clicking on the files), e.g. "txt,md,cfg,ini,log,json,yml,yaml,toml,xml"
.
int
docks/filesystem/thumbnail_size
The thumbnail size to use in the FileSystem dock (in pixels). See also filesystem/file_dialog/thumbnail_size
.
float
docks/property_editor/auto_refresh_interval
The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector refresh more often, but take up more CPU time.
float
docks/property_editor/subresource_hue_tint
The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
bool
docks/scene_tree/ask_before_deleting_related_animation_tracks
If true
, when a node is deleted with animation tracks referencing it, a confirmation dialog appears before the tracks are deleted. The dialog will appear even when using the "Delete (No Confirm)" shortcut.
bool
docks/scene_tree/ask_before_revoking_unique_name
If true
, displays a confirmation dialog before left-clicking the "percent" icon next to a node name in the Scene tree dock. When clicked, this icon revokes the node's scene-unique name, which can impact the behavior of scripts that rely on this scene-unique name due to identifiers not being found anymore.
bool
docks/scene_tree/auto_expand_to_selected
If true
, the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.
bool
docks/scene_tree/center_node_on_reparent
If true
, new node created when reparenting node(s) will be positioned at the average position of the selected node(s).
bool
docks/scene_tree/start_create_dialog_fully_expanded
If true
, the Create dialog (Create New Node/Create New Resource) will start with all its sections expanded. Otherwise, sections will be collapsed until the user starts searching (which will automatically expand sections as needed).
Color
editors/2d/bone_color1
The "start" stop of the color gradient to use for bones in the 2D skeleton editor.
Color
editors/2d/bone_color2
The "end" stop of the color gradient to use for bones in the 2D skeleton editor.
Color
editors/2d/bone_ik_color
The color to use for inverse kinematics-enabled bones in the 2D skeleton editor.
Color
editors/2d/bone_outline_color
The outline color to use for non-selected bones in the 2D skeleton editor. See also editors/2d/bone_selected_color
.
float
editors/2d/bone_outline_size
The outline size in the 2D skeleton editor (in pixels). See also editors/2d/bone_width
.
Note: Changes to this value only apply after modifying a Bone2D
node in any way, or closing and reopening the scene.
Color
editors/2d/bone_selected_color
The color to use for selected bones in the 2D skeleton editor. See also editors/2d/bone_outline_color
.
float
editors/2d/bone_width
The bone width in the 2D skeleton editor (in pixels). See also editors/2d/bone_outline_size
.
Note: Changes to this value only apply after modifying a Bone2D
node in any way, or closing and reopening the scene.
Color
editors/2d/grid_color
The grid color to use in the 2D editor.
Color
editors/2d/guides_color
The guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers.
Color
editors/2d/smart_snapping_line_color
The color to use when drawing smart snapping lines in the 2D editor. The smart snapping lines will automatically display when moving 2D nodes if smart snapping is enabled in the Snapping Options menu at the top of the 2D editor viewport.
bool
editors/2d/use_integer_zoom_by_default
If true
, the 2D editor will snap to integer zoom values when not holding the Alt
key. If false
, this behavior is swapped.
Color
editors/2d/viewport_border_color
The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a Camera2D
node is used, or unless the window is resized and the stretch mode is set to disabled
.
float
editors/2d/zoom_speed_factor
The factor to use when zooming in or out in the 2D editor. For example, 1.1
will zoom in by 10% with every step. If set to 2.0
, zooming will only cycle through powers of two.
float
editors/3d/default_fov
The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D
node is being previewed in the editor.
Note: The editor camera always uses the Keep Height aspect mode.
float
editors/3d/default_z_far
The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D
node is being previewed in the editor.
float
editors/3d/default_z_near
The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D
node is being previewed in the editor.
int
editors/3d/freelook/freelook_activation_modifier
The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
Note: Regardless of this setting, the freelook toggle keyboard shortcut (Shift + F
by default) is always available.
Note: On certain window managers on Linux, the Alt
key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
float
editors/3d/freelook/freelook_base_speed
The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys (Shift
and Alt
by default, respectively).
float
editors/3d/freelook/freelook_inertia
The inertia of the 3D freelook camera. Higher values make the camera start and stop slower, which looks smoother but adds latency.
int
editors/3d/freelook/freelook_navigation_scheme
The navigation scheme to use when freelook is enabled in the 3D editor. Some of the navigation schemes below may be more convenient when designing specific levels in the 3D editor.
-
Default: The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move relative to the camera, taking its pitch angle into account for the movement.
-
Partially Axis-Locked: The "Freelook Forward" and "Freelook Backward" keys will move relative to the camera, taking its pitch angle into account for the movement. The "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, not taking the camera's pitch angle into account for the movement.
-
Fully Axis-Locked: The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, not taking the camera's pitch angle into account for the movement.
See also editors/3d/navigation/navigation_scheme
.
float
editors/3d/freelook/freelook_sensitivity
The mouse sensitivity to use while freelook mode is active in the 3D editor. See also editors/3d/navigation_feel/orbit_sensitivity
.
bool
editors/3d/freelook/freelook_speed_zoom_link
If true
, freelook speed is linked to the zoom value used in the camera orbit mode in the 3D editor.
float
editors/3d/grid_division_level_bias
The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later.
int
editors/3d/grid_division_level_max
The largest grid division to use in the 3D editor. Together with editors/3d/primary_grid_steps
, this determines how large the grid divisions can be. The grid divisions will not be able to get larger than primary_grid_steps ^ grid_division_level_max
units. By default, when editors/3d/primary_grid_steps
is 8
, this means grid divisions cannot get larger than 64
units each (so primary grid lines are 512
units apart), no matter how far away the camera is from the grid.
int
editors/3d/grid_division_level_min
The smallest grid division to use in the 3D editor. Together with editors/3d/primary_grid_steps
, this determines how small the grid divisions can be. The grid divisions will not be able to get smaller than primary_grid_steps ^ grid_division_level_min
units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid.
int
editors/3d/grid_size
The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively.
bool
editors/3d/grid_xy_plane
If true
, renders the grid on the XY plane in perspective view. This can be useful for 3D side-scrolling games.
bool
editors/3d/grid_xz_plane
If true
, renders the grid on the XZ plane in perspective view.
bool
editors/3d/grid_yz_plane
If true
, renders the grid on the YZ plane in perspective view. This can be useful for 3D side-scrolling games.
float
editors/3d/manipulator_gizmo_opacity
Opacity of the default gizmo for moving, rotating, and scaling 3D nodes.
int
editors/3d/manipulator_gizmo_size
Size of the default gizmo for moving, rotating, and scaling 3D nodes.
bool
editors/3d/navigation/emulate_3_button_mouse
If true
, enables 3-button mouse emulation mode. This is useful on laptops when using a trackpad.
When 3-button mouse emulation mode is enabled, the pan, zoom and orbit modifiers can always be used in the 3D editor viewport, even when not holding down any mouse button.
bool
editors/3d/navigation/emulate_numpad
If true
, allows using the top row 0
-9
keys to function as their equivalent numpad keys for 3D editor navigation. This should be enabled on keyboards that have no numeric keypad available.
bool
editors/3d/navigation/invert_x_axis
If true
, invert the horizontal mouse axis when panning or orbiting in the 3D editor. This setting does not apply to freelook mode.
bool
editors/3d/navigation/invert_y_axis
If true
, invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor.
int
editors/3d/navigation/navigation_scheme
The navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier controls used to navigate the 3D editor viewport.
All schemes can use Mouse wheel
to zoom.
-
Godot:
Middle mouse button
to orbit.Shift + Middle mouse button
to pan.Ctrl + Shift + Middle mouse button
to zoom. -
Maya:
Alt + Left mouse button
to orbit.Middle mouse button
to pan,Shift + Middle mouse button
to pan 10 times faster.Alt + Right mouse button
to zoom. -
Modo:
Alt + Left mouse button
to orbit.Alt + Shift + Left mouse button
to pan.Ctrl + Alt + Left mouse button
to zoom.
See also editors/3d/navigation/orbit_mouse_button
, editors/3d/navigation/pan_mouse_button
, editors/3d/navigation/zoom_mouse_button
, and editors/3d/freelook/freelook_navigation_scheme
.
Note: On certain window managers on Linux, the Alt
key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
int
editors/3d/navigation/orbit_mouse_button
The mouse button that needs to be held down to orbit in the 3D editor viewport.
int
editors/3d/navigation/pan_mouse_button
The mouse button that needs to be held down to pan in the 3D editor viewport.
bool
editors/3d/navigation/show_viewport_navigation_gizmo
If true
, shows gizmos for moving and rotating the camera in the bottom corners of the 3D editor's viewport. Useful for devices that use touch screen.
bool
editors/3d/navigation/show_viewport_rotation_gizmo
If true
, shows a small orientation gizmo in the top-right corner of the 3D editor's viewports.
bool
editors/3d/navigation/warped_mouse_panning
If true
, warps the mouse around the 3D viewport while panning in the 3D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.
int
editors/3d/navigation/zoom_mouse_button
The mouse button that needs to be held down to zoom in the 3D editor viewport.
int
editors/3d/navigation/zoom_style
The mouse cursor movement direction to use when zooming by moving the mouse. This does not affect zooming with the mouse wheel.
float
editors/3d/navigation_feel/orbit_inertia
The inertia to use when orbiting in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
float
editors/3d/navigation_feel/orbit_sensitivity
The mouse sensitivity to use when orbiting in the 3D editor. See also editors/3d/freelook/freelook_sensitivity
.
float
editors/3d/navigation_feel/translation_inertia
The inertia to use when panning in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
float
editors/3d/navigation_feel/zoom_inertia
The inertia to use when zooming in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
Color
editors/3d/primary_grid_color
The color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity.
int
editors/3d/primary_grid_steps
If set above 0, where a primary grid line should be drawn. By default, primary lines are configured to be more visible than secondary lines. This helps with measurements in the 3D editor. See also editors/3d/primary_grid_color
and editors/3d/secondary_grid_color
.
Color
editors/3d/secondary_grid_color
The color to use for the secondary 3D grid. This is generally a less visible color than editors/3d/primary_grid_color
. The color's alpha channel affects the grid's opacity.
Color
editors/3d/selection_box_color
The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.
Color
editors/3d_gizmos/gizmo_colors/aabb
The color to use for the AABB gizmo that displays the GeometryInstance3D
's custom AABB
.
Color
editors/3d_gizmos/gizmo_colors/camera
The 3D editor gizmo color for Camera3D
s.
Color
editors/3d_gizmos/gizmo_colors/csg
The 3D editor gizmo color for CSG nodes (such as CSGShape3D
or CSGBox3D
).
Color
editors/3d_gizmos/gizmo_colors/decal
The 3D editor gizmo color for Decal
nodes.
Color
editors/3d_gizmos/gizmo_colors/fog_volume
The 3D editor gizmo color for FogVolume
nodes.
Color
editors/3d_gizmos/gizmo_colors/instantiated
The color override to use for 3D editor gizmos if the Node3D
in question is part of an instantiated scene file (from the perspective of the current scene).
Color
editors/3d_gizmos/gizmo_colors/joint
The 3D editor gizmo color for Joint3D
s and PhysicalBone3D
s.
Color
editors/3d_gizmos/gizmo_colors/joint_body_a
Color for representing Joint3D.node_a
for some Joint3D
types.
Color
editors/3d_gizmos/gizmo_colors/joint_body_b
Color for representing Joint3D.node_b
for some Joint3D
types.
Color
editors/3d_gizmos/gizmo_colors/lightmap_lines
Color of lines displayed in baked LightmapGI
node's grid.
Color
editors/3d_gizmos/gizmo_colors/lightprobe_lines
The 3D editor gizmo color used for LightmapProbe
nodes.
Color
editors/3d_gizmos/gizmo_colors/occluder
The 3D editor gizmo color used for OccluderInstance3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/particle_attractor
The 3D editor gizmo color used for GPUParticlesAttractor3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/particle_collision
The 3D editor gizmo color used for GPUParticlesCollision3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/particles
The 3D editor gizmo color used for CPUParticles3D
and GPUParticles3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/path_tilt
The 3D editor gizmo color used for Path3D
tilt circles, which indicate the direction the Curve3D
is tilted towards.
Color
editors/3d_gizmos/gizmo_colors/reflection_probe
The 3D editor gizmo color used for ReflectionProbe
nodes.
Color
editors/3d_gizmos/gizmo_colors/selected_bone
The 3D editor gizmo color used for the currently selected Skeleton3D
bone.
Color
editors/3d_gizmos/gizmo_colors/skeleton
The 3D editor gizmo color used for Skeleton3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/stream_player_3d
The 3D editor gizmo color used for AudioStreamPlayer3D
's emission angle.
Color
editors/3d_gizmos/gizmo_colors/visibility_notifier
The 3D editor gizmo color used for VisibleOnScreenNotifier3D
and VisibleOnScreenEnabler3D
nodes.
Color
editors/3d_gizmos/gizmo_colors/voxel_gi
The 3D editor gizmo color used for VoxelGI
nodes.
float
editors/3d_gizmos/gizmo_settings/bone_axis_length
The length of Skeleton3D
bone gizmos in the 3D editor.
int
editors/3d_gizmos/gizmo_settings/bone_shape
The shape of Skeleton3D
bone gizmos in the 3D editor. Wire is a thin line, while Octahedron is a set of lines that represent a thicker hollow line pointing in a specific direction (similar to most 3D animation software).
float
editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size
Size of the disk gizmo displayed when editing Path3D
's tilt handles.
bool
editors/animation/autorename_animation_tracks
If true
, automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock.
bool
editors/animation/confirm_insert_track
If true
, display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.
If false
, the behavior is reversed, i.e. the dialog only appears when Shift is held.
bool
editors/animation/default_create_bezier_tracks
If true
, create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly.
bool
editors/animation/default_create_reset_tracks
If true
, create a RESET
track when creating a new animation track. This track can be used to restore the animation to a "default" state.
Color
editors/animation/onion_layers_future_color
The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.
Color
editors/animation/onion_layers_past_color
The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.
Color
editors/bone_mapper/handle_colors/error
该属性目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Color
editors/bone_mapper/handle_colors/missing
该属性目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Color
editors/bone_mapper/handle_colors/set
该属性目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Color
editors/bone_mapper/handle_colors/unset
该属性目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
int
editors/grid_map/editor_side
Specifies the side of 3D editor's viewport where GridMap's mesh palette will appear.
int
editors/grid_map/palette_min_width
Minimum width of GridMap's mesh palette side panel.
float
editors/grid_map/pick_distance
The maximum distance at which tiles can be placed on a GridMap, relative to the camera position (in 3D units).
int
editors/grid_map/preview_size
Texture size of mesh previews generated for GridMap's MeshLibrary.
int
editors/panning/2d_editor_pan_speed
The panning speed when using the mouse wheel or touchscreen events in the 2D editor. This setting does not apply to panning by holding down the middle or right mouse buttons.
int
editors/panning/2d_editor_panning_scheme
Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See also editors/panning/sub_editors_panning_scheme
and editors/panning/animation_editors_panning_scheme
.
int
editors/panning/animation_editors_panning_scheme
Controls whether the mouse wheel scroll zooms or pans in the animation track and Bezier editors. See also editors/panning/2d_editor_panning_scheme
and editors/panning/sub_editors_panning_scheme
(which controls the animation blend tree editor's pan behavior).
bool
editors/panning/simple_panning
If true
, allows panning by holding down Space
in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If false
, the left mouse button must be held down while holding down Space
to pan in the 2D editor viewport.
int
editors/panning/sub_editors_panning_scheme
Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, Polygon2D
editor, tileset editor, texture region editor and visual shader editor. See also editors/panning/2d_editor_panning_scheme
and editors/panning/animation_editors_panning_scheme
.
bool
editors/panning/warped_mouse_panning
If true
, warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.
float
editors/polygon_editor/auto_bake_delay
The delay in seconds until more complex and performance costly polygon editors commit their outlines, e.g. the 2D navigation polygon editor rebakes the navigation mesh polygons. A negative value stops the auto bake.
int
editors/polygon_editor/point_grab_radius
The radius in which points can be selected in the Polygon2D
and CollisionPolygon2D
editors (in pixels). Higher values make it easier to select points quickly, but can make it more difficult to select the expected point when several points are located close to each other.
bool
editors/polygon_editor/show_previous_outline
If true
, displays the polygon's previous shape in the 2D polygon editors with an opaque gray outline. This outline is displayed while dragging a point until the left mouse button is released.
bool
editors/shader_editor/behavior/files/restore_shaders_on_load
If true
, reopens shader files that were open in the shader editor when the project was last closed.
bool
editors/tiles_editor/display_grid
If true
, displays a grid while the TileMap editor is active. See also editors/tiles_editor/grid_color
.
Color
editors/tiles_editor/grid_color
The color to use for the TileMap editor's grid.
Note: Only effective if editors/tiles_editor/display_grid
is true
.
bool
editors/tiles_editor/highlight_selected_layer
Highlight the currently selected TileMapLayer by dimming the other ones in the scene.
Color
editors/visual_editors/category_colors/color_color
The color of a graph node's header when it belongs to the "Color" category.
Color
editors/visual_editors/category_colors/conditional_color
The color of a graph node's header when it belongs to the "Conditional" category.
Color
editors/visual_editors/category_colors/input_color
The color of a graph node's header when it belongs to the "Input" category.
Color
editors/visual_editors/category_colors/output_color
The color of a graph node's header when it belongs to the "Output" category.
Color
editors/visual_editors/category_colors/particle_color
The color of a graph node's header when it belongs to the "Particle" category.
Color
editors/visual_editors/category_colors/scalar_color
The color of a graph node's header when it belongs to the "Scalar" category.
Color
editors/visual_editors/category_colors/special_color
The color of a graph node's header when it belongs to the "Special" category.
Color
editors/visual_editors/category_colors/textures_color
The color of a graph node's header when it belongs to the "Textures" category.
Color
editors/visual_editors/category_colors/transform_color
The color of a graph node's header when it belongs to the "Transform" category.
Color
editors/visual_editors/category_colors/utility_color
The color of a graph node's header when it belongs to the "Utility" category.
Color
editors/visual_editors/category_colors/vector_color
The color of a graph node's header when it belongs to the "Vector" category.
String
editors/visual_editors/color_theme
The color theme to use in the visual shader editor.
Color
editors/visual_editors/connection_colors/boolean_color
The color of a port/connection of boolean type.
Color
editors/visual_editors/connection_colors/sampler_color
The color of a port/connection of sampler type.
Color
editors/visual_editors/connection_colors/scalar_color
The color of a port/connection of scalar type (float, int, unsigned int).
Color
editors/visual_editors/connection_colors/transform_color
The color of a port/connection of transform type.
Color
editors/visual_editors/connection_colors/vector2_color
The color of a port/connection of Vector2 type.
Color
editors/visual_editors/connection_colors/vector3_color
The color of a port/connection of Vector3 type.
Color
editors/visual_editors/connection_colors/vector4_color
The color of a port/connection of Vector4 type.
int
editors/visual_editors/grid_pattern
The pattern used for the background grid.
float
editors/visual_editors/lines_curvature
The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above 0.5
resulting in more "angular" turns in the middle of connection lines.
float
editors/visual_editors/minimap_opacity
The opacity of the minimap displayed in the bottom-right corner of the visual shader editor.
int
editors/visual_editors/visual_shader/port_preview_size
The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
String
export/ssh/scp
Path to the SCP (secure copy) executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run scp
from PATH
.
Note: SCP is not the same as SFTP. Specifying the SFTP executable here will not work.
String
export/ssh/ssh
Path to the SSH executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run ssh
from PATH
.
String
filesystem/directories/autoscan_project_path
The folder where projects should be scanned for (recursively), in a way similar to the project manager's Scan button. This can be set to the same value as filesystem/directories/default_project_path
for convenience.
Note: Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible.
String
filesystem/directories/default_project_path
The folder where new projects should be created by default when clicking the project manager's New Project button. This can be set to the same value as filesystem/directories/autoscan_project_path
for convenience.
String
filesystem/external_programs/3d_model_editor
The program that opens 3D model scene files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
String
filesystem/external_programs/audio_editor
The program that opens audio files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
String
filesystem/external_programs/raster_image_editor
The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
String
filesystem/external_programs/terminal_emulator
The terminal emulator program to use when using Open in Terminal context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the PATH
environment variable.
If left empty, Godot will use the default terminal emulator for the system:
-
Windows: PowerShell
-
macOS: Terminal.app
-
Linux: The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.
To use Command Prompt (cmd) instead of PowerShell on Windows, enter cmd
in this field and the correct flags will automatically be used.
On macOS, make sure to point to the actual program binary located within the Programs/MacOS
folder of the .app bundle, rather than the .app bundle directory.
If specifying a custom terminal emulator, you may need to override filesystem/external_programs/terminal_emulator_flags
so it opens in the correct folder.
String
filesystem/external_programs/terminal_emulator_flags
The command-line arguments to pass to the terminal emulator that is run when using Open in Terminal context menu action in the FileSystem dock. See also filesystem/external_programs/terminal_emulator
.
If left empty, the default flags are {directory}
, which is replaced by the absolute path to the directory that is being opened in the terminal.
Note: If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.
String
filesystem/external_programs/vector_image_editor
The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
int
filesystem/file_dialog/display_mode
The display mode to use in the editor's file dialogs.
-
Thumbnails takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them.
-
List is more compact but doesn't display dynamic resource thumbnails. Instead, it displays static icons based on the file extension.
bool
filesystem/file_dialog/show_hidden_files
If true
, display hidden files in the editor's file dialogs. Files that have names starting with .
are considered hidden (e.g. .hidden_file
).
int
filesystem/file_dialog/thumbnail_size
The thumbnail size to use in the editor's file dialogs (in pixels). See also docks/filesystem/thumbnail_size
.
String
filesystem/file_server/password
Password used for file server when exporting project with remote file system.
int
filesystem/file_server/port
Port used for file server when exporting project with remote file system.
String
filesystem/import/blender/blender_path
The path to the directory containing the Blender executable used for converting the Blender 3D scene files .blend
to glTF 2.0 format during import. Blender 3.0 or later is required.
To enable this feature for your specific project, use ProjectSettings.filesystem/import/blender/enabled
.
int
filesystem/import/blender/rpc_port
The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable.
Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower.
float
filesystem/import/blender/rpc_server_uptime
The maximum idle uptime (in seconds) of the Blender process.
This prevents Godot from having to create a new process for each import within the given seconds.
String
filesystem/import/fbx/fbx2gltf_path
The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files .fbx
to glTF 2.0 format during import.
To enable this feature for your specific project, use ProjectSettings.filesystem/import/fbx2gltf/enabled
.
bool
filesystem/on_save/compress_binary_resources
If true
, uses lossless compression for binary resources.
bool
filesystem/on_save/safe_save_on_backup_then_rename
If true
, when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage).
Note: On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to false
to prevent file locking issues.
int
filesystem/quick_open_dialog/default_display_mode
If set to Adaptive
, the dialog opens in list view or grid view depending on the requested type. If set to Last Used
, the display mode will always open the way you last used it.
bool
filesystem/quick_open_dialog/include_addons
If true
, results will include files located in the addons
folder.
String
filesystem/tools/oidn/oidn_denoise_path
The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from openimagedenoise.org.
To enable this feature for your specific project, use ProjectSettings.rendering/lightmapping/denoising/denoiser
.
bool
input/buffering/agile_event_flushing
If true
, input events will be flushed just before every idle and physics frame.
If false
, these events will be flushed only once per process frame, between iterations of the engine.
Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate.
bool
input/buffering/use_accumulated_input
If true
, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage.
Note: Input accumulation is enabled by default.
int
interface/editor/accept_dialog_cancel_ok_buttons
How to position the Cancel and OK buttons in the editor's AcceptDialog
s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
-
Auto follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.
-
Cancel First forces the ordering Cancel/OK.
-
OK First forces the ordering OK/Cancel.
bool
interface/editor/automatically_open_screenshots
If true
, automatically opens screenshots with the default program associated to .png
files after a screenshot is taken using the Editor > Take Screenshot action.
String
interface/editor/code_font
The font to use for the script editor. Must be a resource of a Font
type such as a .ttf
or .otf
font file.
int
interface/editor/code_font_contextual_ligatures
The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures.
Note: The default editor code font (JetBrains Mono) has contextual ligatures in its font file.
String
interface/editor/code_font_custom_opentype_features
List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification.
Note: The default editor code font (JetBrains Mono) has custom OpenType features in its font file, but there is no documented list yet.
String
interface/editor/code_font_custom_variations
List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification.
Note: The default editor code font (JetBrains Mono) has alternate characters in its font file, but there is no documented list yet.
int
interface/editor/code_font_size
The size of the font in the script editor. This setting does not impact the font size of the Output panel (see run/output/font_size
).
float
interface/editor/custom_display_scale
The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient.
Note: Only effective if interface/editor/display_scale
is set to Custom.
int
interface/editor/display_scale
The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays.
If set to Auto, the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually.
If set to Custom, the scaling value in interface/editor/custom_display_scale
will be used.
int
interface/editor/dock_tab_style
Tab style of editor docks.
String
interface/editor/editor_language
The language to use for the editor interface.
Translations are provided by the community. If you spot a mistake, contribute to editor translations on Weblate!
int
interface/editor/editor_screen
The preferred monitor to display the editor. If Auto, the editor will remember the last screen it was displayed on across restarts.
bool
interface/editor/expand_to_title
Expanding main editor window content to the title, if supported by DisplayServer
. See DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE
.
Specific to the macOS platform.
bool
interface/editor/font_allow_msdf
If set to true
, MSDF font rendering will be used for the visual shader graph editor. You may need to set this to false
when using a custom main font, as some fonts will look broken due to the use of self-intersecting outlines in their font data. Downloading the font from the font maker's official website as opposed to a service like Google Fonts can help resolve this issue.
int
interface/editor/font_antialiasing
FreeType's font anti-aliasing mode used to render the editor fonts. Most fonts are not designed to look good with anti-aliasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font.
bool
interface/editor/font_disable_embedded_bitmaps
If set to true
, embedded font bitmap loading is disabled (bitmap-only and color fonts ignore this property).
int
interface/editor/font_hinting
The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes:
-
None: Don't use font hinting when rasterizing the font. This results in a smooth font, but it can look blurry.
-
Light: Use hinting on the X axis only. This is a compromise between font sharpness and smoothness.
-
Normal: Use hinting on both X and Y axes. This results in a sharp font, but it doesn't look very smooth.
If set to Auto, the font hinting mode will be set to match the current operating system in use. This means the Light hinting mode will be used on Windows and Linux, and the None hinting mode will be used on macOS.
int
interface/editor/font_subpixel_positioning
The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. Disabled is the fastest to render and uses the least memory. Auto only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). One Half of a Pixel and One Quarter of a Pixel force the same subpixel positioning mode for all editor fonts, regardless of their size (with One Quarter of a Pixel being the highest-quality option).
bool
interface/editor/import_resources_when_unfocused
If true
, (re)imports resources even if the editor window is unfocused or minimized. If false
, resources are only (re)imported when the editor window is focused. This can be set to true
to speed up iteration by starting the import process earlier when saving files in the project folder. This also allows getting visual feedback on changes without having to click the editor window, which is useful with multi-monitor setups. The downside of setting this to true
is that it increases idle CPU usage and may steal CPU time from other applications when importing resources.
bool
interface/editor/keep_screen_on
If true
, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
bool
interface/editor/localize_settings
If true
, setting names in the editor are localized when possible.
Note: This setting affects most EditorInspector
s in the editor UI, primarily Project Settings and Editor Settings. To control names displayed in the Inspector dock, use interface/inspector/default_property_name_style
instead.
int
interface/editor/low_processor_mode_sleep_usec
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also interface/editor/unfocused_low_processor_mode_sleep_usec
.
Note: This setting is ignored if interface/editor/update_continuously
is true
, as enabling that setting disables low-processor mode.
String
interface/editor/main_font
The font to use for the editor interface. Must be a resource of a Font
type such as a .ttf
or .otf
font file.
String
interface/editor/main_font_bold
The font to use for bold text in the editor interface. Must be a resource of a Font
type such as a .ttf
or .otf
font file.
int
interface/editor/main_font_size
The size of the font in the editor interface.
bool
interface/editor/mouse_extra_buttons_navigate_history
If true
, the mouse's additional side buttons will be usable to navigate in the script editor's file history. Set this to false
if you're using the side buttons for other purposes (such as a push-to-talk button in a VoIP program).
int
interface/editor/project_manager_screen
The preferred monitor to display the project manager.
bool
interface/editor/save_each_scene_on_quit
If false
, the editor will save all scenes when confirming the Save action when quitting the editor or quitting to the project list. If true
, the editor will ask to save each scene individually.
bool
interface/editor/save_on_focus_loss
If true
, scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than text_editor/behavior/files/autosave_interval_secs
or remembering to save manually.
bool
interface/editor/separate_distraction_mode
If true
, the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If false
, the distraction-free mode toggle is shared between all tabs.
int
interface/editor/show_internal_errors_in_toast_notifications
If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.
The default Auto value will only enable this if the editor was compiled with the dev_build=yes
SCons option (the default is dev_build=no
).
int
interface/editor/show_update_spinner
If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the --debug-canvas-item-redraw
command line argument.
Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.
The default Auto value will only enable this if the editor was compiled with the dev_build=yes
SCons option (the default is dev_build=no
).
Note: If interface/editor/update_continuously
is true
, the spinner icon displays in red.
Note: If the editor was started with the --debug-canvas-item-redraw
command line argument, the update spinner will never display regardless of this setting's value. This is to avoid confusion with what would cause redrawing in real world scenarios.
bool
interface/editor/single_window_mode
If true
, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
This is equivalent to ProjectSettings.display/window/subwindows/embed_subwindows
in the running project, except the setting's value is inverted.
Note: To query whether the editor can use multiple windows in an editor plugin, use EditorInterface.is_multi_window_enabled
instead of querying the value of this editor setting.
int
interface/editor/ui_layout_direction
Editor UI default layout direction.
int
interface/editor/unfocused_low_processor_mode_sleep_usec
When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also interface/editor/low_processor_mode_sleep_usec
.
Note: This setting is ignored if interface/editor/update_continuously
is true
, as enabling that setting disables low-processor mode.
bool
interface/editor/update_continuously
If true
, redraws the editor every frame even if nothing has changed on screen. When this setting is enabled, the update spinner displays in red (see interface/editor/show_update_spinner
).
Warning: This greatly increases CPU and GPU utilization, leading to increased power usage. This should only be enabled for troubleshooting purposes.
bool
interface/editor/use_embedded_menu
If true
, editor main menu is using embedded MenuBar
instead of system global menu.
Specific to the macOS platform.
bool
interface/editor/use_native_file_dialogs
If true
, editor UI uses OS native file/directory selection dialogs.
int
interface/editor/vsync_mode
Sets the V-Sync mode for the editor. Does not affect the project when run from the editor (this is controlled by ProjectSettings.display/window/vsync/vsync_mode
).
Depending on the platform and used renderer, the engine will fall back to Enabled if the desired mode is not supported.
Note: V-Sync modes other than Enabled are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
bool
interface/editors/derive_script_globals_by_name
If true
, when extending a script, the global class name of the script is inserted in the script creation dialog, if it exists. If false
, the script's file path is always inserted.
bool
interface/editors/show_scene_tree_root_selection
If true
, the Scene dock will display buttons to quickly add a root node to a newly created scene.
bool
interface/inspector/auto_unfold_foreign_scenes
If true
, automatically expands property groups in the Inspector dock when opening a scene that hasn't been opened previously. If false
, all groups remain collapsed by default.
int
interface/inspector/default_color_picker_mode
The default color picker mode to use when opening ColorPicker
s in the editor. This mode can be temporarily adjusted on the color picker itself.
int
interface/inspector/default_color_picker_shape
The default color picker shape to use when opening ColorPicker
s in the editor. This shape can be temporarily adjusted on the color picker itself.
float
interface/inspector/default_float_step
The floating-point precision to use for properties that don't define an explicit precision step. Lower values allow entering more precise values.
int
interface/inspector/default_property_name_style
The default property name style to display in the Inspector dock. This style can be temporarily adjusted in the Inspector dock's menu.
-
Raw: Displays properties in
snake_case
. -
Capitalized: Displays properties capitalized.
-
Localized: Displays the localized string for the current editor language if a translation is available for the given property. If no translation is available, falls back to Capitalized.
Note: To display translated setting names in Project Settings and Editor Settings, use interface/editor/localize_settings
instead.
bool
interface/inspector/delimitate_all_container_and_resources
If true
, add a margin around Array, Dictionary, and Resource Editors that are not already colored.
Note: If interface/inspector/nested_color_mode
is set to Containers & Resources this parameter will have no effect since those editors will already be colored.
bool
interface/inspector/disable_folding
If true
, forces all property groups to be expanded in the Inspector dock and prevents collapsing them.
float
interface/inspector/float_drag_speed
Base speed for increasing/decreasing float values by dragging them in the inspector.
bool
interface/inspector/horizontal_vector2_editing
If true
, Vector2
and Vector2i
properties are shown on a single line in the inspector instead of two lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
bool
interface/inspector/horizontal_vector_types_editing
If true
, Vector3
, Vector3i
, Vector4
, Vector4i
, Rect2
, Rect2i
, Plane
, and Quaternion
properties are shown on a single line in the inspector instead of multiple lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
int
interface/inspector/max_array_dictionary_items_per_page
The number of Array
or Dictionary
items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor.
int
interface/inspector/nested_color_mode
Control which property editors are colored when they are opened.
-
Containers & Resources: Color all Array, Dictionary, and Resource Editors.
-
Resources: Color all Resource Editors.
-
External Resources: Color Resource Editors that edits an external resource.
bool
interface/inspector/open_resources_in_current_inspector
If true
, subresources can be edited in the current inspector view. If the resource type is defined in interface/inspector/resources_to_open_in_new_inspector
or if this setting is false
, attempting to edit a subresource always opens a new inspector view.
PackedStringArray
interface/inspector/resources_to_open_in_new_inspector
List of resources that should always be opened in a new inspector view, even if interface/inspector/open_resources_in_current_inspector
is true
.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedStringArray
for more details.
bool
interface/inspector/show_low_level_opentype_features
If true
, display OpenType features marked as hidden
by the font file in the Font
editor.
bool
interface/multi_window/enable
If true
, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, and Shader editor.
Note: When interface/editor/single_window_mode
is true
, the multi window support is always disabled.
Note: To query whether the editor can use multiple windows in an editor plugin, use EditorInterface.is_multi_window_enabled
instead of querying the value of this editor setting.
bool
interface/multi_window/maximize_window
If true
, when panels are made floating they will be maximized.
If false
, when panels are made floating their position and size will match the ones when they are attached (excluding window border) to the editor window.
bool
interface/multi_window/restore_windows_on_load
If true
, the floating panel position, size, and screen will be saved on editor exit. On next launch the panels that were floating will be made floating in the saved positions, sizes and screens, if possible.
int
interface/scene_tabs/display_close_button
Controls when the Close (X) button is displayed on scene tabs at the top of the editor.
int
interface/scene_tabs/maximum_width
The maximum width of each scene tab at the top editor (in pixels).
bool
interface/scene_tabs/restore_scenes_on_load
If true
, when a project is loaded, restores scenes that were opened on the last editor session.
Note: With many opened scenes, the editor may take longer to become usable. If starting the editor quickly is necessary, consider setting this to false
.
bool
interface/scene_tabs/show_script_button
If true
, show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy.
bool
interface/scene_tabs/show_thumbnail_on_hover
If true
, display an automatically-generated thumbnail when hovering scene tabs with the mouse. Scene thumbnails are generated when saving the scene.
Color
interface/theme/accent_color
The color to use for "highlighted" user interface elements in the editor (pressed and hovered items).
int
interface/theme/additional_spacing
The extra spacing to add to various GUI elements in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate.
See also interface/theme/spacing_preset
.
Color
interface/theme/base_color
The base color to use for user interface elements in the editor. Secondary colors (such as darker/lighter variants) are derived from this color.
int
interface/theme/base_spacing
The base spacing used by various GUI elements in the editor (in pixels). See also interface/theme/spacing_preset
.
int
interface/theme/border_size
The border size to use for interface elements (in pixels).
float
interface/theme/contrast
The contrast factor to use when deriving the editor theme's base color (see interface/theme/base_color
). When using a positive values, the derived colors will be darker than the base color. This contrast factor can be set to a negative value, which will make the derived colors brighter than the base color. Negative contrast rates often look better for light themes.
int
interface/theme/corner_radius
The corner radius to use for interface elements (in pixels). 0
is square.
String
interface/theme/custom_theme
The custom theme resource to use for the editor. Must be a Godot theme resource in .tres
or .res
format.
bool
interface/theme/draw_extra_borders
If true
, draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the Black (OLED) theme preset, as this theme preset uses a fully black background.
bool
interface/theme/follow_system_theme
If true
, the editor theme preset will attempt to automatically match the system theme.
int
interface/theme/icon_and_font_color
The icon and font color scheme to use in the editor.
-
Auto determines the color scheme to use automatically based on
interface/theme/base_color
. -
Dark makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in this file.
-
Light makes fonts and icons light (suitable for dark themes).
float
interface/theme/icon_saturation
The saturation to use for editor icons. Higher values result in more vibrant colors.
Note: The default editor icon saturation was increased by 30% in Godot 4.0 and later. To get Godot 3.x's icon saturation back, set interface/theme/icon_saturation
to 0.77
.
String
interface/theme/preset
The editor theme preset to use.
float
interface/theme/relationship_line_opacity
The opacity to use when drawing relationship lines in the editor's Tree
-based GUIs (such as the Scene tree dock).
String
interface/theme/spacing_preset
The editor theme spacing preset to use. See also interface/theme/base_spacing
and interface/theme/additional_spacing
.
bool
interface/theme/use_system_accent_color
If true
, set accent color based on system settings.
Note: This setting is only effective on Windows and MacOS.
bool
interface/touchscreen/enable_long_press_as_right_click
If true
, long press on touchscreen is treated as right click.
Note: Defaults to true
on touchscreen devices.
bool
interface/touchscreen/enable_pan_and_scale_gestures
If true
, enable two finger pan and scale gestures on touchscreen devices.
Note: Defaults to true
on touchscreen devices.
bool
interface/touchscreen/increase_scrollbar_touch_area
If true
, increases the scrollbar touch area to improve usability on touchscreen devices.
Note: Defaults to true
on touchscreen devices.
float
interface/touchscreen/scale_gizmo_handles
Specify the multiplier to apply to the scale for the editor gizmo handles to improve usability on touchscreen devices.
Note: Defaults to 1
on non-touchscreen devices.
int
network/connection/engine_version_update_mode
Specifies how the engine should check for updates.
-
Disable Update Checks will block the engine from checking updates (see also
network/connection/network_mode
). -
Check Newest Preview (default for preview versions) will check for the newest available development snapshot.
-
Check Newest Stable (default for stable versions) will check for the newest available stable version.
-
Check Newest Patch will check for the latest available stable version, but only within the same minor version. E.g. if your version is
4.3.stable
, you will be notified about4.3.1.stable
, but not4.4.stable
.
All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5).
int
network/connection/network_mode
Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
String
network/debug/remote_host
The address to listen to when starting the remote debugger. This can be set to 0.0.0.0
to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from localhost
).
int
network/debug/remote_port
The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.
String
network/http_proxy/host
The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also network/http_proxy/port
.
Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
int
network/http_proxy/port
The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also network/http_proxy/host
.
Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
String
network/tls/editor_tls_certificates
The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the included Mozilla certificate bundle will be used.
String
project_manager/default_renderer
The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
int
project_manager/directory_naming_convention
Directory naming convention for the project manager. Options are "No convention" (project name is directory name), "kebab-case" (default), "snake_case", "camelCase", "PascalCase", or "Title Case".
int
project_manager/sorting_order
The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.
bool
run/auto_save/save_before_running
If true
, saves all scenes and scripts automatically before running the project. Setting this to false
prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.)
int
run/bottom_panel/action_on_play
The action to execute on the bottom panel when running the project.
int
run/bottom_panel/action_on_stop
The action to execute on the bottom panel when stopping the project.
bool
run/output/always_clear_output_on_play
If true
, the editor will clear the Output panel when running the project.
int
run/output/font_size
The size of the font in the Output panel at the bottom of the editor. This setting does not impact the font size of the script editor (see interface/editor/code_font_size
).
int
run/output/max_lines
Maximum number of lines to show at any one time in the Output panel.
bool
run/platforms/linuxbsd/prefer_wayland
If true
, on Linux/BSD, the editor will check for Wayland first instead of X11 (if available).
int
run/window_placement/android_window
Specifies how the Play window is launched relative to the Android editor.
-
Auto (based on screen size) (default) will automatically choose how to launch the Play window based on the device and screen metrics. Defaults to Same as Editor on phones and Side-by-side with Editor on tablets.
-
Same as Editor will launch the Play window in the same window as the Editor.
-
Side-by-side with Editor will launch the Play window side-by-side with the Editor window.
-
Launch in PiP mode will launch the Play window directly in picture-in-picture (PiP) mode if PiP mode is supported and enabled. When maximized, the Play window will occupy the same window as the Editor.
Note: Only available in the Android editor.
int
run/window_placement/play_window_pip_mode
Specifies the picture-in-picture (PiP) mode for the Play window.
-
Disabled: PiP is disabled for the Play window.
-
Enabled: If the device supports it, PiP is always enabled for the Play window. The Play window will contain a button to enter PiP mode.
-
Enabled when Play window is same as Editor (default for Android editor): If the device supports it, PiP is enabled when the Play window is the same as the Editor. The Play window will contain a button to enter PiP mode.
Note: Only available in the Android editor.
int
run/window_placement/rect
The window mode to use to display the project when starting the project from the editor.
Vector2
run/window_placement/rect_custom_position
The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if run/window_placement/rect
is set to Custom Position.
int
run/window_placement/screen
The monitor to display the project on when starting the project from the editor.
bool
text_editor/appearance/caret/caret_blink
If true
, makes the caret blink according to text_editor/appearance/caret/caret_blink_interval
. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.
float
text_editor/appearance/caret/caret_blink_interval
The interval at which the caret will blink (in seconds). See also text_editor/appearance/caret/caret_blink
.
bool
text_editor/appearance/caret/highlight_all_occurrences
If true
, highlights all occurrences of the currently selected text in the script editor. See also text_editor/theme/highlighting/word_highlighted_color
.
bool
text_editor/appearance/caret/highlight_current_line
If true
, colors the background of the line the caret is currently on with text_editor/theme/highlighting/current_line_color
.
int
text_editor/appearance/caret/type
The shape of the caret to use in the script editor. Line displays a vertical line to the left of the current character, whereas Block displays an outline over the current character.
int
text_editor/appearance/guidelines/line_length_guideline_hard_column
The column at which to display a subtle line as a line length guideline for scripts. This should generally be greater than text_editor/appearance/guidelines/line_length_guideline_soft_column
.
int
text_editor/appearance/guidelines/line_length_guideline_soft_column
The column at which to display a very subtle line as a line length guideline for scripts. This should generally be lower than text_editor/appearance/guidelines/line_length_guideline_hard_column
.
bool
text_editor/appearance/guidelines/show_line_length_guidelines
If true
, displays line length guidelines to help you keep line lengths in check. See also text_editor/appearance/guidelines/line_length_guideline_soft_column
and text_editor/appearance/guidelines/line_length_guideline_hard_column
.
bool
text_editor/appearance/gutters/highlight_type_safe_lines
If true
, highlights type-safe lines by displaying their line number color with text_editor/theme/highlighting/safe_line_number_color
instead of text_editor/theme/highlighting/line_number_color
. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines may run faster thanks to typed instructions.
bool
text_editor/appearance/gutters/line_numbers_zero_padded
If true
, displays line numbers with zero padding (e.g. 007
instead of 7
).
bool
text_editor/appearance/gutters/show_info_gutter
If true
, displays a gutter at the left containing icons for methods with signal connections and for overridden methods.
bool
text_editor/appearance/gutters/show_line_numbers
If true
, displays line numbers in a gutter at the left.
int
text_editor/appearance/lines/autowrap_mode
If text_editor/appearance/lines/word_wrap
is set to 1
, sets text wrapping mode. To see how each mode behaves, see AutowrapMode.
bool
text_editor/appearance/lines/code_folding
If true
, displays the folding arrows next to indented code sections and allows code folding. If false
, hides the folding arrows next to indented code sections and disallows code folding.
int
text_editor/appearance/lines/word_wrap
If true
, wraps long lines over multiple lines to avoid horizontal scrolling. This is a display-only feature; it does not actually insert line breaks in your scripts.
int
text_editor/appearance/minimap/minimap_width
The width of the minimap in the script editor (in pixels).
bool
text_editor/appearance/minimap/show_minimap
If true
, draws an overview of the script near the scroll bar. The minimap can be left-clicked to scroll directly to a location in an "absolute" manner.
bool
text_editor/appearance/whitespace/draw_spaces
If true
, draws space characters as centered points.
bool
text_editor/appearance/whitespace/draw_tabs
If true
, draws tab characters as chevrons.
int
text_editor/appearance/whitespace/line_spacing
The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying fewer lines on screen.
bool
text_editor/behavior/files/auto_reload_and_parse_scripts_on_save
If true
, tool scripts will be automatically soft-reloaded after they are saved.
bool
text_editor/behavior/files/auto_reload_scripts_on_external_change
If true
, automatically reloads scripts in the editor when they have been modified and saved by external editors.
int
text_editor/behavior/files/autosave_interval_secs
If set to a value greater than 0
, automatically saves the current script following the specified interval (in seconds). This can be used to prevent data loss if the editor crashes.
bool
text_editor/behavior/files/convert_indent_on_save
If true
, converts indentation to match the script editor's indentation settings when saving a script. See also text_editor/behavior/indent/type
.
bool
text_editor/behavior/files/open_dominant_script_on_scene_change
If true
, opening a scene automatically opens the script attached to the root node, or the topmost node if the root has no script.
bool
text_editor/behavior/files/restore_scripts_on_load
If true
, reopens scripts that were opened in the last session when the editor is reopened on a given project.
bool
text_editor/behavior/files/trim_final_newlines_on_save
If true
, trims all empty newlines after the final newline when saving a script. Final newlines refer to the empty newlines found at the end of files. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.
bool
text_editor/behavior/files/trim_trailing_whitespace_on_save
If true
, trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.
bool
text_editor/behavior/general/empty_selection_clipboard
If true
, copying or cutting without a selection is performed on all lines with a caret. Otherwise, copy and cut require a selection.
bool
text_editor/behavior/indent/auto_indent
If true
, automatically indents code when pressing the Enter
key based on blocks above the new line.
bool
text_editor/behavior/indent/indent_wrapped_lines
If true
, all wrapped lines are indented to the same amount as the unwrapped line.
int
text_editor/behavior/indent/size
When using tab indentation, determines the length of each tab. When using space indentation, determines how many spaces are inserted when pressing Tab
and when automatic indentation is performed.
int
text_editor/behavior/indent/type
The indentation style to use (tabs or spaces).
Note: The GDScript style guide recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
String
text_editor/behavior/navigation/custom_word_separators
The characters to consider as word delimiters if text_editor/behavior/navigation/use_custom_word_separators
is true
. This is in addition to default characters if text_editor/behavior/navigation/use_default_word_separators
is true
. The characters should be defined without separation, for example _♥=
.
bool
text_editor/behavior/navigation/drag_and_drop_selection
If true
, allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
bool
text_editor/behavior/navigation/move_caret_on_right_click
If true
, the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If false
, the caret will only be moved when left-clicking or middle-clicking somewhere.
bool
text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method
If true
, opens the script editor when connecting a signal to an existing script method from the Node dock.
bool
text_editor/behavior/navigation/scroll_past_end_of_file
If true
, allows scrolling past the end of the file.
bool
text_editor/behavior/navigation/smooth_scrolling
If true
, enables a smooth scrolling animation when using the mouse wheel to scroll. See text_editor/behavior/navigation/v_scroll_speed
for the speed of this animation.
Note: text_editor/behavior/navigation/smooth_scrolling
currently behaves poorly in projects where ProjectSettings.physics/common/physics_ticks_per_second
has been increased significantly from its default value (60
). In this case, it is recommended to disable this setting.
bool
text_editor/behavior/navigation/stay_in_script_editor_on_node_selected
If true
, prevents automatically switching between the Script and 2D/3D screens when selecting a node in the Scene tree dock.
bool
text_editor/behavior/navigation/use_custom_word_separators
If true
, uses the characters in text_editor/behavior/navigation/custom_word_separators
as word separators for word navigation and operations. This is in addition to the default characters if text_editor/behavior/navigation/use_default_word_separators
is also enabled. Word navigation and operations include double-clicking on a word or holding Ctrl
(Cmd
on macOS) while pressing left
, right
, backspace
, or delete
.
bool
text_editor/behavior/navigation/use_default_word_separators
If true
, uses the characters in ``!"#$%&'()*+,-./:;<=>?@[]^{|}~
, the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If false
, a subset of these characters are used and does not include the characters <>$~^=+|
. This is in addition to custom characters if text_editor/behavior/navigation/use_custom_word_separators
is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding Ctrl
(Cmd
on macOS) while pressing left
, right
, backspace
, or delete
.
int
text_editor/behavior/navigation/v_scroll_speed
The speed of scrolling in lines per second when text_editor/behavior/navigation/smooth_scrolling
is true
. Higher values make the script scroll by faster when using the mouse wheel.
Note: You can hold down Alt
while using the mouse wheel to temporarily scroll 5 times faster.
bool
text_editor/completion/add_node_path_literals
If true
, uses NodePath
instead of String
when appropriate for code autocompletion or for drag and dropping object properties into the script editor.
bool
text_editor/completion/add_string_name_literals
If true
, uses StringName
instead of String
when appropriate for code autocompletion.
bool
text_editor/completion/add_type_hints
If true
, adds GDScript static typing hints such as -> void
and : int
when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the Ctrl
key. If true
, newly created scripts will also automatically have type hints added to their method parameters and return types.
bool
text_editor/completion/auto_brace_complete
If true
, automatically completes braces when making use of code completion.
float
text_editor/completion/code_complete_delay
The delay in seconds after which autocompletion suggestions should be displayed when the user stops typing.
bool
text_editor/completion/code_complete_enabled
If true
, code completion will be triggered automatically after text_editor/completion/code_complete_delay
. Even if false
, code completion can be triggered manually with the ui_text_completion_query
action (by default Ctrl + Space
or Cmd + Space
on macOS).
bool
text_editor/completion/colorize_suggestions
If true
enables the coloring for some items in the autocompletion suggestions, like vector components.
bool
text_editor/completion/complete_file_paths
If true
, provides autocompletion suggestions for file paths in methods such as load()
and preload()
.
float
text_editor/completion/idle_parse_delay
The delay in seconds after which the script editor should check for errors when the user stops typing.
bool
text_editor/completion/put_callhint_tooltip_below_current_line
If true
, the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If false
, the code completion tooltip will appear above the current line.
bool
text_editor/completion/use_single_quotes
If true
, performs string autocompletion with single quotes. If false
, performs string autocompletion with double quotes (which matches the GDScript style guide).
String
text_editor/external/exec_flags
The command-line arguments to pass to the external text editor that is run when text_editor/external/use_external_editor
is true
. See also text_editor/external/exec_path
.
String
text_editor/external/exec_path
The path to the text editor executable used to edit text files if text_editor/external/use_external_editor
is true
.
bool
text_editor/external/use_external_editor
If true
, uses an external editor instead of the built-in Script Editor. See also text_editor/external/exec_path
and text_editor/external/exec_flags
.
int
text_editor/help/class_reference_examples
Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.
int
text_editor/help/help_font_size
The font size to use for the editor help (built-in class reference).
int
text_editor/help/help_source_font_size
The font size to use for code samples in the editor help (built-in class reference).
int
text_editor/help/help_title_font_size
The font size to use for headings in the editor help (built-in class reference).
bool
text_editor/help/show_help_index
If true
, displays a table of contents at the left of the editor help (at the location where the members overview would appear when editing a script).
bool
text_editor/help/sort_functions_alphabetically
If true
, the script's method list in the Script Editor is sorted alphabetically.
bool
text_editor/script_list/group_help_pages
If true
, class reference pages are grouped together at the bottom of the Script Editor's script list.
int
text_editor/script_list/list_script_names_as
Specifies how script paths should be displayed in Script Editor's script list. If using the "Name" option and some scripts share the same file name, more parts of their paths are revealed to avoid conflicts.
bool
text_editor/script_list/script_temperature_enabled
If true
, the names of recently opened scripts in the Script Editor are highlighted with the accent color, with its intensity based on how recently they were opened.
int
text_editor/script_list/script_temperature_history_size
How many script names can be highlighted at most, if text_editor/script_list/script_temperature_enabled
is true
. Scripts older than this value use the default font color.
bool
text_editor/script_list/show_members_overview
If true
, displays an overview of the current script's member variables and functions at the left of the script editor. See also text_editor/script_list/sort_members_outline_alphabetically
.
bool
text_editor/script_list/sort_members_outline_alphabetically
If true
, sorts the members outline (located at the left of the script editor) using alphabetical order. If false
, sorts the members outline depending on the order in which members are found in the script.
Note: Only effective if text_editor/script_list/show_members_overview
is true
.
int
text_editor/script_list/sort_scripts_by
Specifies sorting used for Script Editor's open script list.
String
text_editor/theme/color_theme
The syntax theme to use in the script editor.
You can save your own syntax theme from your current settings by using File > Theme > Save As... at the top of the script editor. The syntax theme will then be available locally in the list of color themes.
You can find additional syntax themes to install in the godot-syntax-themes repository.
Color
text_editor/theme/highlighting/background_color
The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind.
Color
text_editor/theme/highlighting/base_type_color
The script editor's base type color (used for types like Vector2
, Vector3
, Color
, ...).
Color
text_editor/theme/highlighting/bookmark_color
The script editor's bookmark icon color (displayed in the gutter).
Color
text_editor/theme/highlighting/brace_mismatch_color
The script editor's brace mismatch color. Used when the caret is currently on a mismatched brace, parenthesis or bracket character.
Color
text_editor/theme/highlighting/breakpoint_color
The script editor's breakpoint icon color (displayed in the gutter).
Color
text_editor/theme/highlighting/caret_background_color
The script editor's caret background color.
Note: This setting has no effect as it's currently unused.
Color
text_editor/theme/highlighting/caret_color
The script editor's caret color.
Color
text_editor/theme/highlighting/code_folding_color
The script editor's color for the code folding icon (displayed in the gutter).
Color
text_editor/theme/highlighting/comment_color
The script editor's comment color.
Note: In GDScript, unlike Python, multiline strings are not considered to be comments, and will use the string highlighting color instead.
Color
text_editor/theme/highlighting/completion_background_color
The script editor's autocompletion box background color.
Color
text_editor/theme/highlighting/completion_existing_color
The script editor's autocompletion box background color to highlight existing characters in the completion results. This should be a translucent color so that text_editor/theme/highlighting/completion_selected_color
can be seen behind.
Color
text_editor/theme/highlighting/completion_font_color
The script editor's autocompletion box text color.
Color
text_editor/theme/highlighting/completion_scroll_color
The script editor's autocompletion box scroll bar color.
Color
text_editor/theme/highlighting/completion_scroll_hovered_color
The script editor's autocompletion box scroll bar color when hovered or pressed with the mouse.
Color
text_editor/theme/highlighting/completion_selected_color
The script editor's autocompletion box background color for the currently selected line.
Color
text_editor/theme/highlighting/control_flow_keyword_color
The script editor's control flow keyword color (used for keywords like if
, for
, return
, ...).
Color
text_editor/theme/highlighting/current_line_color
The script editor's background color for the line the caret is currently on. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/mark_color
.
Color
text_editor/theme/highlighting/doc_comment_color
The script editor's documentation comment color. In GDScript, this is used for comments starting with ##
. In C#, this is used for comments starting with ///
or /**
.
Color
text_editor/theme/highlighting/engine_type_color
The script editor's engine type color (Vector2
, Vector3
, Color
, ...).
Color
text_editor/theme/highlighting/executing_line_color
The script editor's color for the debugger's executing line icon (displayed in the gutter).
Color
text_editor/theme/highlighting/folded_code_region_color
The script editor's background line highlighting color for folded code region.
Color
text_editor/theme/highlighting/function_color
The script editor's function call color.
Note: When using the GDScript syntax highlighter, this is replaced by the function definition color configured in the syntax theme for function definitions (e.g. func _ready():
).
Color
text_editor/theme/highlighting/keyword_color
The script editor's non-control flow keyword color (used for keywords like var
, func
, extends
, ...).
Color
text_editor/theme/highlighting/line_length_guideline_color
The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with half of its opacity.
Color
text_editor/theme/highlighting/line_number_color
The script editor's color for line numbers. See also text_editor/theme/highlighting/safe_line_number_color
.
Color
text_editor/theme/highlighting/mark_color
The script editor's background color for lines with errors. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/current_line_color
.
Color
text_editor/theme/highlighting/member_variable_color
The script editor's color for member variables on objects (e.g. self.some_property
).
Note: This color is not used for local variable declaration and access.
Color
text_editor/theme/highlighting/number_color
The script editor's color for numbers (integer and floating-point).
Color
text_editor/theme/highlighting/safe_line_number_color
The script editor's color for type-safe line numbers. See also text_editor/theme/highlighting/line_number_color
.
Note: Only displayed if text_editor/appearance/gutters/highlight_type_safe_lines
is true
.
Color
text_editor/theme/highlighting/search_result_border_color
The script editor's color for the border of search results. This border helps bring further attention to the search result. Set this color's opacity to 0 to disable the border.
Color
text_editor/theme/highlighting/search_result_color
The script editor's background color for search results.
Color
text_editor/theme/highlighting/selection_color
The script editor's background color for the currently selected text.
Color
text_editor/theme/highlighting/string_color
The script editor's color for strings (single-line and multi-line).
Color
text_editor/theme/highlighting/symbol_color
The script editor's color for operators (( ) [ ] { } + - * /
, ...).
Color
text_editor/theme/highlighting/text_color
The script editor's color for text not highlighted by any syntax highlighting rule.
Color
text_editor/theme/highlighting/text_selected_color
The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/current_line_color
.
Color
text_editor/theme/highlighting/user_type_color
The script editor's color for user-defined types (using class_name
).
Color
text_editor/theme/highlighting/word_highlighted_color
The script editor's color for words highlighted by selecting them. Only visible if text_editor/appearance/caret/highlight_all_occurrences
is true
.
int
text_editor/theme/line_spacing
The vertical line separation used in text editors, in pixels.
String
version_control/ssh_private_key_path
Path to private SSH key file for the editor's Version Control integration credentials.
String
version_control/ssh_public_key_path
Path to public SSH key file for the editor's Version Control integration credentials.
String
version_control/username
Default username for editor's Version Control integration.
方法说明
void
add_property_info ( info: Dictionary
)
Adds a custom property info to a property. The dictionary must contain:
-
name
:String
(the name of the property) -
type
:int
(see Variant.Type) -
optionally
hint
:int
(see PropertyHint) andhint_string
:String
var settings = EditorInterface.get_editor_settings()
settings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
settings.add_property_info(property_info)
var settings = GetEditorInterface().GetEditorSettings();
settings.Set("category/property_name", 0);
var propertyInfo = new Godot.Collections.Dictionary
{
{"name", "category/propertyName"},
{"type", Variant.Type.Int},
{"hint", PropertyHint.Enum},
{"hint_string", "one,two,three"}
};
settings.AddPropertyInfo(propertyInfo);
bool
check_changed_settings_in_group ( setting_prefix: String
) const1
Checks if any settings with the prefix setting_prefix
exist in the set of changed settings. See also get_changed_settings
.
void
erase ( property: String
)
Erases the setting whose name is specified by property
.
PackedStringArray
get_changed_settings ( ) const1
Gets an array of the settings which have been changed since the last save. Note that internally changed_settings
is cleared after a successful save, so generally the most appropriate place to use this method is when processing NOTIFICATION_EDITOR_SETTINGS_CHANGED
.
PackedStringArray
get_favorites ( ) const1
Returns the list of favorite files and directories for this project.
Variant
get_project_metadata ( section: String
, key: String
, default: Variant
= null ) const1
Returns project-specific metadata for the section
and key
specified. If the metadata doesn't exist, default
will be returned instead. See also set_project_metadata
.
PackedStringArray
get_recent_dirs ( ) const1
Returns the list of recently visited folders in the file dialog for this project.
Variant
get_setting ( name: String
) const1
Returns the value of the setting specified by name
. This is equivalent to using Object.get
on the EditorSettings instance.
bool
has_setting ( name: String
) const1
Returns true
if the setting specified by name
exists, false
otherwise.
void
mark_setting_changed ( setting: String
)
Marks the passed editor setting as being changed, see get_changed_settings
. Only settings which exist (see has_setting
) will be accepted.
void
set_builtin_action_override ( name: String
, actions_list: Array InputEvent
)
Overrides the built-in editor action name
with the input actions defined in actions_list
.
void
set_favorites ( dirs: PackedStringArray
)
Sets the list of favorite files and directories for this project.
void
set_initial_value ( name: StringName
, value: Variant
, update_current: bool
)
Sets the initial value of the setting specified by name
to value
. This is used to provide a value for the Revert button in the Editor Settings. If update_current
is true, the current value of the setting will be set to value
as well.
void
set_project_metadata ( section: String
, key: String
, data: Variant
)
Sets project-specific metadata with the section
, key
and data
specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also get_project_metadata
.
void
set_recent_dirs ( dirs: PackedStringArray
)
Sets the list of recently visited folders in the file dialog for this project.
void
set_setting ( name: String
, value: Variant
)
Sets the value
of the setting specified by name
. This is equivalent to using Object.set
on the EditorSettings instance.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。