Class reference
EditorSettings
Inherits Resource
Object that holds the project-independent editor settings.
Description
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 Redot editor itself. Editor settings are saved automatically when changed. 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().
Properties
bool asset_library/use_threads
bool asset_library/use_threadsIf 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
bool debugger/auto_switch_to_remote_scene_treeIf 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/auto_switch_to_stack_trace
bool debugger/auto_switch_to_stack_traceIf true, automatically switches to the Stack Trace panel when the debugger hits a breakpoint or steps.
int debugger/max_node_selection
int debugger/max_node_selectionThe limit of how many remote nodes can be selected at once. Warning: Increasing this value is not recommended, as selecting too many can make the editing and inspection of remote properties unreliable.
bool debugger/profile_native_calls
bool debugger/profile_native_callsIf true, enables collection of profiling data from non-GDScript Redot functions, such as engine class methods. Enabling this slows execution while profiling further.
int debugger/profiler_frame_history_size
int debugger/profiler_frame_history_sizeThe 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
int debugger/profiler_frame_max_functionsThe 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
int debugger/profiler_target_fpsThe target frame rate shown in the visual profiler graph, in frames per second.
float debugger/remote_inspect_refresh_interval
float debugger/remote_inspect_refresh_intervalThe 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
float debugger/remote_scene_tree_refresh_intervalThe 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
bool docks/filesystem/always_show_foldersIf 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
String docks/filesystem/other_file_extensionsA comma separated list of unsupported file extensions to show in the FileSystem dock, e.g. "ico,icns".
String docks/filesystem/textfile_extensions
String docks/filesystem/textfile_extensionsA 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
int docks/filesystem/thumbnail_sizeThe thumbnail size to use in the FileSystem dock (in pixels). See also filesystem/file_dialog/thumbnail_size.
float docks/property_editor/auto_refresh_interval
float docks/property_editor/auto_refresh_intervalThe 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
float docks/property_editor/subresource_hue_tintThe 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/accessibility_warnings
bool docks/scene_tree/accessibility_warningsIf true, accessibility related warnings are displayed alongside other configuration warnings.
bool docks/scene_tree/ask_before_deleting_related_animation_tracks
bool docks/scene_tree/ask_before_deleting_related_animation_tracksIf 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
bool docks/scene_tree/ask_before_revoking_unique_nameIf true, displays a confirmation dialog after 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
bool docks/scene_tree/auto_expand_to_selectedIf 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
bool docks/scene_tree/center_node_on_reparentIf true, new node created when reparenting node(s) will be positioned at the average position of the selected node(s).
bool docks/scene_tree/hide_filtered_out_parents
bool docks/scene_tree/hide_filtered_out_parentsIf true, the scene tree dock will only show nodes that match the filter, without showing parents that don't. This settings can also be changed in the Scene dock's top menu.
bool docks/scene_tree/start_create_dialog_fully_expanded
bool docks/scene_tree/start_create_dialog_fully_expandedIf 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
Color editors/2d/bone_color1The "start" stop of the color gradient to use for bones in the 2D skeleton editor.
Color editors/2d/bone_color2
Color editors/2d/bone_color2The "end" stop of the color gradient to use for bones in the 2D skeleton editor.
Color editors/2d/bone_ik_color
Color editors/2d/bone_ik_colorThe color to use for inverse kinematics-enabled bones in the 2D skeleton editor.
Color editors/2d/bone_outline_color
Color editors/2d/bone_outline_colorThe 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
float editors/2d/bone_outline_sizeThe 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
Color editors/2d/bone_selected_colorThe color to use for selected bones in the 2D skeleton editor. See also editors/2d/bone_outline_color.
float editors/2d/bone_width
float editors/2d/bone_widthThe 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
Color editors/2d/grid_colorThe grid color to use in the 2D editor.
Color editors/2d/guides_color
Color editors/2d/guides_colorThe guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers.
float editors/2d/ruler_width
float editors/2d/ruler_widthThe thickness of the coordinate ruler in the 2D editor. Increasing this will also increase the size of the ruler font, improving readability when using a lower editor scale. The editor may force a minimum size to keep the ruler numbers legible.
Color editors/2d/smart_snapping_line_color
Color editors/2d/smart_snapping_line_colorThe 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
bool editors/2d/use_integer_zoom_by_defaultIf 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
Color editors/2d/viewport_border_colorThe 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
float editors/2d/zoom_speed_factorThe 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.
Color editors/3d/active_selection_box_color
Color editors/3d/active_selection_box_colorThe color to use for the active selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity. Note: The term "active" indicates that this object is the primary selection used as the basis for certain operations. This is the last selected Node3D, which can be reordered with Shift + Left mouse button.
float editors/3d/default_fov
float editors/3d/default_fovThe 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
float editors/3d/default_z_farThe 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
float editors/3d/default_z_nearThe 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
int editors/3d/freelook/freelook_activation_modifierThe 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 Redot will not see the modifier key as being pressed.
float editors/3d/freelook/freelook_base_speed
float editors/3d/freelook/freelook_base_speedThe 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
float editors/3d/freelook/freelook_inertiaThe 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
int editors/3d/freelook/freelook_navigation_schemeThe 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
float editors/3d/freelook/freelook_sensitivityThe 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
bool editors/3d/freelook/freelook_speed_zoom_linkIf 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
float editors/3d/grid_division_level_biasThe 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
int editors/3d/grid_division_level_maxThe 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
int editors/3d/grid_division_level_minThe 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
int editors/3d/grid_sizeThe 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
bool editors/3d/grid_xy_planeIf 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
bool editors/3d/grid_xz_planeIf true, renders the grid on the XZ plane in perspective view.
bool editors/3d/grid_yz_plane
bool editors/3d/grid_yz_planeIf 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
float editors/3d/manipulator_gizmo_opacityOpacity of the default gizmo for moving, rotating, and scaling 3D nodes.
int editors/3d/manipulator_gizmo_size
int editors/3d/manipulator_gizmo_sizeSize of the default gizmo for moving, rotating, and scaling 3D nodes.
bool editors/3d/navigation/emulate_3_button_mouse
bool editors/3d/navigation/emulate_3_button_mouseIf 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
bool editors/3d/navigation/emulate_numpadIf 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
bool editors/3d/navigation/invert_x_axisIf 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
bool editors/3d/navigation/invert_y_axisIf true, invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor.
int editors/3d/navigation/navigation_scheme
int editors/3d/navigation/navigation_schemeThe navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier keys used to navigate the 3D editor viewport. All schemes can use Mouse wheel to zoom. - Redot: Middle mouse button to orbit. Shift + Middle mouse button to pan. Ctrl + 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. - Tablet/Trackpad: Alt to orbit. Shift to pan. Ctrl to zoom. Enables 3-button mouse emulation mode. See also editors/3d/navigation/orbit_mouse_button, editors/3d/navigation/pan_mouse_button, editors/3d/navigation/zoom_mouse_button, editors/3d/freelook/freelook_navigation_scheme, and editors/3d/navigation/emulate_3_button_mouse. 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 Redot will not see the modifier key as being pressed.
int editors/3d/navigation/orbit_mouse_button
int editors/3d/navigation/orbit_mouse_buttonThe mouse button that needs to be held down to orbit in the 3D editor viewport.
int editors/3d/navigation/pan_mouse_button
int editors/3d/navigation/pan_mouse_buttonThe mouse button that needs to be held down to pan in the 3D editor viewport.
bool editors/3d/navigation/show_viewport_navigation_gizmo
bool editors/3d/navigation/show_viewport_navigation_gizmoIf 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
bool editors/3d/navigation/show_viewport_rotation_gizmoIf true, shows a small orientation gizmo in the top-right corner of the 3D editor's viewports.
bool editors/3d/navigation/warped_mouse_panning
bool editors/3d/navigation/warped_mouse_panningIf 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
int editors/3d/navigation/zoom_mouse_buttonThe mouse button that needs to be held down to zoom in the 3D editor viewport.
int editors/3d/navigation/zoom_style
int editors/3d/navigation/zoom_styleThe 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
float editors/3d/navigation_feel/orbit_inertiaThe 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
float editors/3d/navigation_feel/orbit_sensitivityThe mouse sensitivity to use when orbiting in the 3D editor. See also editors/3d/freelook/freelook_sensitivity.
float editors/3d/navigation_feel/translation_inertia
float editors/3d/navigation_feel/translation_inertiaThe 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/translation_sensitivity
float editors/3d/navigation_feel/translation_sensitivityThe mouse sensitivity to use when panning in the 3D editor.
float editors/3d/navigation_feel/zoom_inertia
float editors/3d/navigation_feel/zoom_inertiaThe 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
Color editors/3d/primary_grid_colorThe color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity.
int editors/3d/primary_grid_steps
int editors/3d/primary_grid_stepsIf 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
Color editors/3d/secondary_grid_colorThe 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
Color editors/3d/selection_box_colorThe 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
Color editors/3d_gizmos/gizmo_colors/aabbThe color to use for the AABB gizmo that displays the GeometryInstance3D's custom AABB.
Color editors/3d_gizmos/gizmo_colors/camera
Color editors/3d_gizmos/gizmo_colors/cameraThe 3D editor gizmo color for Camera3Ds.
Color editors/3d_gizmos/gizmo_colors/csg
Color editors/3d_gizmos/gizmo_colors/csgThe 3D editor gizmo color for CSG nodes (such as CSGShape3D or CSGBox3D).
Color editors/3d_gizmos/gizmo_colors/decal
Color editors/3d_gizmos/gizmo_colors/decalThe 3D editor gizmo color for Decal nodes.
Color editors/3d_gizmos/gizmo_colors/fog_volume
Color editors/3d_gizmos/gizmo_colors/fog_volumeThe 3D editor gizmo color for FogVolume nodes.
Color editors/3d_gizmos/gizmo_colors/gridmap_grid
Color editors/3d_gizmos/gizmo_colors/gridmap_gridThe 3D editor gizmo color for the GridMap grid.
Color editors/3d_gizmos/gizmo_colors/ik_chain
Color editors/3d_gizmos/gizmo_colors/ik_chainThe 3D editor gizmo color for the IKModifier3D guides.
Color editors/3d_gizmos/gizmo_colors/instantiated
Color editors/3d_gizmos/gizmo_colors/instantiatedThe 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
Color editors/3d_gizmos/gizmo_colors/jointThe 3D editor gizmo color for Joint3Ds and PhysicalBone3Ds.
Color editors/3d_gizmos/gizmo_colors/joint_body_a
Color editors/3d_gizmos/gizmo_colors/joint_body_aColor for representing Joint3D.node_a for some Joint3D types.
Color editors/3d_gizmos/gizmo_colors/joint_body_b
Color editors/3d_gizmos/gizmo_colors/joint_body_bColor for representing Joint3D.node_b for some Joint3D types.
Color editors/3d_gizmos/gizmo_colors/lightmap_lines
Color editors/3d_gizmos/gizmo_colors/lightmap_linesColor of lines displayed in baked LightmapGI node's grid.
Color editors/3d_gizmos/gizmo_colors/lightprobe_lines
Color editors/3d_gizmos/gizmo_colors/lightprobe_linesThe 3D editor gizmo color used for LightmapProbe nodes.
Color editors/3d_gizmos/gizmo_colors/occluder
Color editors/3d_gizmos/gizmo_colors/occluderThe 3D editor gizmo color used for OccluderInstance3D nodes.
Color editors/3d_gizmos/gizmo_colors/particle_attractor
Color editors/3d_gizmos/gizmo_colors/particle_attractorThe 3D editor gizmo color used for GPUParticlesAttractor3D nodes.
Color editors/3d_gizmos/gizmo_colors/particle_collision
Color editors/3d_gizmos/gizmo_colors/particle_collisionThe 3D editor gizmo color used for GPUParticlesCollision3D nodes.
Color editors/3d_gizmos/gizmo_colors/particles
Color editors/3d_gizmos/gizmo_colors/particlesThe 3D editor gizmo color used for CPUParticles3D and GPUParticles3D nodes.
Color editors/3d_gizmos/gizmo_colors/path_tilt
Color editors/3d_gizmos/gizmo_colors/path_tiltThe 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
Color editors/3d_gizmos/gizmo_colors/reflection_probeThe 3D editor gizmo color used for ReflectionProbe nodes.
Color editors/3d_gizmos/gizmo_colors/selected_bone
Color editors/3d_gizmos/gizmo_colors/selected_boneThe 3D editor gizmo color used for the currently selected Skeleton3D bone.
Color editors/3d_gizmos/gizmo_colors/skeleton
Color editors/3d_gizmos/gizmo_colors/skeletonThe 3D editor gizmo color used for Skeleton3D nodes.
Color editors/3d_gizmos/gizmo_colors/spring_bone_collision
Color editors/3d_gizmos/gizmo_colors/spring_bone_collisionThe 3D editor gizmo color used for SpringBoneCollision3D nodes.
Color editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision
Color editors/3d_gizmos/gizmo_colors/spring_bone_inside_collisionThe 3D editor gizmo color used for SpringBoneCollision3D nodes with inside mode.
Color editors/3d_gizmos/gizmo_colors/spring_bone_joint
Color editors/3d_gizmos/gizmo_colors/spring_bone_jointThe 3D editor gizmo color used for SpringBoneSimulator3D nodes.
Color editors/3d_gizmos/gizmo_colors/stream_player_3d
Color editors/3d_gizmos/gizmo_colors/stream_player_3dThe 3D editor gizmo color used for AudioStreamPlayer3D's emission angle.
Color editors/3d_gizmos/gizmo_colors/visibility_notifier
Color editors/3d_gizmos/gizmo_colors/visibility_notifierThe 3D editor gizmo color used for VisibleOnScreenNotifier3D and VisibleOnScreenEnabler3D nodes.
Color editors/3d_gizmos/gizmo_colors/voxel_gi
Color editors/3d_gizmos/gizmo_colors/voxel_giThe 3D editor gizmo color used for VoxelGI nodes.
float editors/3d_gizmos/gizmo_settings/bone_axis_length
float editors/3d_gizmos/gizmo_settings/bone_axis_lengthThe length of Skeleton3D bone gizmos in the 3D editor.
int editors/3d_gizmos/gizmo_settings/bone_shape
int editors/3d_gizmos/gizmo_settings/bone_shapeThe 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/lightmap_gi_probe_size
float editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_sizeSize of probe gizmos displayed when editing LightmapGI and LightmapProbe nodes. Setting this to 0.0 will hide the probe spheres of LightmapGI and wireframes of LightmapProbe nodes, but will keep the wireframes linking probes from LightmapGI and billboard icons from LightmapProbe intact.
float editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size
float editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_sizeSize of the disk gizmo displayed when editing Path3D's tilt handles.
bool editors/animation/autorename_animation_tracks
bool editors/animation/autorename_animation_tracksIf true, automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock.
bool editors/animation/confirm_insert_track
bool editors/animation/confirm_insert_trackIf 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.
float editors/animation/default_animation_step
float editors/animation/default_animation_stepDefault step used when creating a new Animation in the Animation bottom panel. Only affects the first animation created in the AnimationPlayer. By default, other newly created animations will use the step from the previous ones. This value is always expressed in seconds. If you want e.g. 10 FPS to be the default, you need to set the default step to 0.1.
bool editors/animation/default_create_bezier_tracks
bool editors/animation/default_create_bezier_tracksIf 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
bool editors/animation/default_create_reset_tracksIf true, create a RESET track when creating a new animation track. This track can be used to restore the animation to a "default" state.
bool editors/animation/default_fps_compatibility
bool editors/animation/default_fps_compatibilityControls whether AnimationPlayer will apply snapping to nearest integer FPS when snapping is in Seconds mode. The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.
int editors/animation/default_fps_mode
int editors/animation/default_fps_modeDefault step mode for AnimationPlayer (seconds or FPS). The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.
Color editors/animation/onion_layers_future_color
Color editors/animation/onion_layers_future_colorThe modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.
Color editors/animation/onion_layers_past_color
Color editors/animation/onion_layers_past_colorThe modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.
Color editors/bone_mapper/handle_colors/error
Color editors/bone_mapper/handle_colors/errorColor editors/bone_mapper/handle_colors/missing
Color editors/bone_mapper/handle_colors/missingColor editors/bone_mapper/handle_colors/set
Color editors/bone_mapper/handle_colors/setColor editors/bone_mapper/handle_colors/unset
Color editors/bone_mapper/handle_colors/unsetint editors/grid_map/palette_min_width
int editors/grid_map/palette_min_widthMinimum width of GridMap's mesh palette side panel.
float editors/grid_map/pick_distance
float editors/grid_map/pick_distanceThe 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
int editors/grid_map/preview_sizeTexture size of mesh previews generated for GridMap's MeshLibrary.
int editors/panning/2d_editor_pan_speed
int editors/panning/2d_editor_pan_speedThe 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
int editors/panning/2d_editor_panning_schemeControls 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
int editors/panning/animation_editors_panning_schemeControls 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
bool editors/panning/simple_panningIf 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
int editors/panning/sub_editors_panning_schemeControls 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
bool editors/panning/warped_mouse_panningIf 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.
int editors/panning/zoom_style
int editors/panning/zoom_styleThe mouse cursor movement direction to use when drag-zooming in any editor (except 3D scene editor) by moving the mouse. This does not affect zooming with the mouse wheel.
float editors/polygon_editor/auto_bake_delay
float editors/polygon_editor/auto_bake_delayThe 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
int editors/polygon_editor/point_grab_radiusThe 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
bool editors/polygon_editor/show_previous_outlineIf 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
bool editors/shader_editor/behavior/files/restore_shaders_on_loadIf true, reopens shader files that were open in the shader editor when the project was last closed.
bool editors/tiles_editor/display_grid
bool editors/tiles_editor/display_gridIf true, displays a grid while the TileMap editor is active. See also editors/tiles_editor/grid_color.
Color editors/tiles_editor/grid_color
Color editors/tiles_editor/grid_colorThe 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
bool editors/tiles_editor/highlight_selected_layerHighlight the currently selected TileMapLayer by dimming the other ones in the scene.
Color editors/visual_editors/category_colors/color_color
Color editors/visual_editors/category_colors/color_colorThe color of a graph node's header when it belongs to the "Color" category.
Color editors/visual_editors/category_colors/conditional_color
Color editors/visual_editors/category_colors/conditional_colorThe color of a graph node's header when it belongs to the "Conditional" category.
Color editors/visual_editors/category_colors/input_color
Color editors/visual_editors/category_colors/input_colorThe color of a graph node's header when it belongs to the "Input" category.
Color editors/visual_editors/category_colors/output_color
Color editors/visual_editors/category_colors/output_colorThe color of a graph node's header when it belongs to the "Output" category.
Color editors/visual_editors/category_colors/particle_color
Color editors/visual_editors/category_colors/particle_colorThe color of a graph node's header when it belongs to the "Particle" category.
Color editors/visual_editors/category_colors/scalar_color
Color editors/visual_editors/category_colors/scalar_colorThe color of a graph node's header when it belongs to the "Scalar" category.
Color editors/visual_editors/category_colors/special_color
Color editors/visual_editors/category_colors/special_colorThe color of a graph node's header when it belongs to the "Special" category.
Color editors/visual_editors/category_colors/textures_color
Color editors/visual_editors/category_colors/textures_colorThe color of a graph node's header when it belongs to the "Textures" category.
Color editors/visual_editors/category_colors/transform_color
Color editors/visual_editors/category_colors/transform_colorThe color of a graph node's header when it belongs to the "Transform" category.
Color editors/visual_editors/category_colors/utility_color
Color editors/visual_editors/category_colors/utility_colorThe color of a graph node's header when it belongs to the "Utility" category.
Color editors/visual_editors/category_colors/vector_color
Color editors/visual_editors/category_colors/vector_colorThe color of a graph node's header when it belongs to the "Vector" category.
String editors/visual_editors/color_theme
String editors/visual_editors/color_themeThe color theme to use in the visual shader editor.
Color editors/visual_editors/connection_colors/boolean_color
Color editors/visual_editors/connection_colors/boolean_colorThe color of a port/connection of boolean type.
Color editors/visual_editors/connection_colors/sampler_color
Color editors/visual_editors/connection_colors/sampler_colorThe color of a port/connection of sampler type.
Color editors/visual_editors/connection_colors/scalar_color
Color editors/visual_editors/connection_colors/scalar_colorThe color of a port/connection of scalar type (float, int, unsigned int).
Color editors/visual_editors/connection_colors/transform_color
Color editors/visual_editors/connection_colors/transform_colorThe color of a port/connection of transform type.
Color editors/visual_editors/connection_colors/vector2_color
Color editors/visual_editors/connection_colors/vector2_colorThe color of a port/connection of Vector2 type.
Color editors/visual_editors/connection_colors/vector3_color
Color editors/visual_editors/connection_colors/vector3_colorThe color of a port/connection of Vector3 type.
Color editors/visual_editors/connection_colors/vector4_color
Color editors/visual_editors/connection_colors/vector4_colorThe color of a port/connection of Vector4 type.
int editors/visual_editors/grid_pattern
int editors/visual_editors/grid_patternThe pattern used for the background grid.
float editors/visual_editors/lines_curvature
float editors/visual_editors/lines_curvatureThe 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
float editors/visual_editors/minimap_opacityThe opacity of the minimap displayed in the bottom-right corner of the visual shader editor.
int editors/visual_editors/visual_shader/port_preview_size
int editors/visual_editors/visual_shader/port_preview_sizeThe 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
String export/ssh/scpPath 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
String export/ssh/sshPath 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
String filesystem/directories/autoscan_project_pathThe 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
String filesystem/directories/default_project_pathThe 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
String filesystem/external_programs/3d_model_editorThe 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
String filesystem/external_programs/audio_editorThe 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
String filesystem/external_programs/raster_image_editorThe 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
String filesystem/external_programs/terminal_emulatorThe 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, Redot 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
String filesystem/external_programs/terminal_emulator_flagsThe 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, Redot 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
String filesystem/external_programs/vector_image_editorThe 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
int filesystem/file_dialog/display_modeThe 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
bool filesystem/file_dialog/show_hidden_filesIf 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
int filesystem/file_dialog/thumbnail_sizeThe thumbnail size to use in the editor's file dialogs (in pixels). See also docks/filesystem/thumbnail_size.
String filesystem/file_server/password
String filesystem/file_server/passwordPassword used for file server when exporting project with remote file system.
int filesystem/file_server/port
int filesystem/file_server/portPort used for file server when exporting project with remote file system.
String filesystem/import/blender/blender_path
String filesystem/import/blender/blender_pathThe path to 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. If this setting is empty, Blender's default paths will be detected and used automatically if present in this order: Windows:
- C:\Program Files\Blender Foundation\blender.exe
- C:\Program Files (x86)\Blender Foundation\blender.exe
macOS:
- /opt/homebrew/bin/blender
- /opt/local/bin/blender
- /usr/local/bin/blender
- /usr/local/opt/blender
- /Applications/Blender.app/Contents/MacOS/Blender
Linux/*BSD:
- /usr/bin/blender
- /usr/local/bin/blender
- /opt/blender/bin/blender
int filesystem/import/blender/rpc_port
int filesystem/import/blender/rpc_portThe port number used for Remote Procedure Call (RPC) communication with Redot's created process of the blender executable. Setting this to 0 effectively disables communication with Redot and the blender process, making performance slower.
float filesystem/import/blender/rpc_server_uptime
float filesystem/import/blender/rpc_server_uptimeThe maximum idle uptime (in seconds) of the Blender process. This prevents Redot from having to create a new process for each import within the given seconds.
String filesystem/import/fbx/fbx2gltf_path
String filesystem/import/fbx/fbx2gltf_pathThe 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
bool filesystem/on_save/compress_binary_resourcesIf true, uses lossless compression for binary resources.
bool filesystem/on_save/safe_save_on_backup_then_rename
bool filesystem/on_save/safe_save_on_backup_then_renameIf 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
int filesystem/quick_open_dialog/default_display_modeIf 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/enable_fuzzy_matching
bool filesystem/quick_open_dialog/enable_fuzzy_matchingIf true, together with exact matches of a filename, the dialog includes approximate matches. This is useful for finding the correct files even when there are typos in the search query; for example, searching "nprmal" will find "normal". Additionally, it allows you to write shorter search queries; for example, searching "nml" will also find "normal". See also filesystem/quick_open_dialog/max_fuzzy_misses.
bool filesystem/quick_open_dialog/include_addons
bool filesystem/quick_open_dialog/include_addonsIf true, results will include files located in the addons folder.
int filesystem/quick_open_dialog/max_fuzzy_misses
int filesystem/quick_open_dialog/max_fuzzy_missesThe number of missed query characters allowed in a match when fuzzy matching is enabled. For example, with the default value of 2, "normal" would match "narmal" and "norma" but not "nor".
int filesystem/quick_open_dialog/max_results
int filesystem/quick_open_dialog/max_resultsMaximum number of matches to show in dialog.
bool filesystem/quick_open_dialog/show_search_highlight
bool filesystem/quick_open_dialog/show_search_highlightIf true, results will be highlighted with their search matches.
String filesystem/tools/oidn/oidn_denoise_path
String filesystem/tools/oidn/oidn_denoise_pathThe 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
bool input/buffering/agile_event_flushingIf 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
bool input/buffering/use_accumulated_inputIf 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/accessibility/accessibility_support
int interface/accessibility/accessibility_supportEditor accessibility support mode: - Auto (0): Accessibility support is enabled, but updates to the accessibility information are processed only if an assistive app (such as a screen reader or a Braille display) is active (default). - Always Active (1): Accessibility support is enabled, and updates to the accessibility information are always processed, regardless of the status of assistive apps. - Disabled (2): Accessibility support is fully disabled. Note: Accessibility debugging tools, such as Accessibility Insights for Windows, Accessibility Inspector (macOS), or AT-SPI Browser (Linux/BSD) do not count as assistive apps. To test your project with these tools, use Always Active.
int interface/editor/accept_dialog_cancel_ok_buttons
int interface/editor/accept_dialog_cancel_ok_buttonsHow to position the Cancel and OK buttons in the editor's AcceptDialogs. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Redot both on Windows and macOS/Linux and your Redot muscle memory is stronger than your OS specific one. - Auto follows the platform convention: OK first on Windows, KDE, and LXQt, Cancel first on macOS and other Linux desktop environments. - Cancel First forces the ordering Cancel/OK. - OK First forces the ordering OK/Cancel.
bool interface/editor/automatically_open_screenshots
bool interface/editor/automatically_open_screenshotsIf 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
String interface/editor/code_fontThe 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
int interface/editor/code_font_contextual_ligaturesThe 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
String interface/editor/code_font_custom_opentype_featuresList 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
String interface/editor/code_font_custom_variationsList 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
int interface/editor/code_font_sizeThe 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).
bool interface/editor/collapse_main_menu
bool interface/editor/collapse_main_menuIf true, the main menu collapses into a MenuButton. Note: This setting is only applicable on macOS when interface/editor/use_embedded_menu is true. Note: Defaults to true on the Android editor.
float interface/editor/custom_display_scale
float interface/editor/custom_display_scaleThe 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
int interface/editor/display_scaleThe 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
int interface/editor/dock_tab_styleTab style of editor docks.
String interface/editor/editor_language
String interface/editor/editor_languageThe 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
int interface/editor/editor_screenThe preferred monitor to display the editor. If Auto, the editor will remember the last screen it was displayed on across multiple sessions.
bool interface/editor/expand_to_title
bool interface/editor/expand_to_titleExpanding 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
bool interface/editor/font_allow_msdfIf 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
int interface/editor/font_antialiasingFreeType'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
bool interface/editor/font_disable_embedded_bitmapsIf set to true, embedded font bitmap loading is disabled (bitmap-only and color fonts ignore this property).
int interface/editor/font_hinting
int interface/editor/font_hintingThe 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
int interface/editor/font_subpixel_positioningThe 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
bool interface/editor/import_resources_when_unfocusedIf 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
bool interface/editor/keep_screen_onIf 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
bool interface/editor/localize_settingsIf true, setting names in the editor are localized when possible. Note: This setting affects most EditorInspectors 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
int interface/editor/low_processor_mode_sleep_usecThe amount of sleeping between frames in the editor (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
String interface/editor/main_fontThe font to use for the editor interface. Must be a resource of a Font type such as a .ttf or .otf font file. Note: If the provided font is variable, a weight of 400 (normal) will be used.
String interface/editor/main_font_bold
String interface/editor/main_font_boldThe 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. Note: If the provided font is variable, a weight of 700 (bold) will be used.
int interface/editor/main_font_size
int interface/editor/main_font_sizeThe size of the font in the editor interface.
bool interface/editor/mouse_extra_buttons_navigate_history
bool interface/editor/mouse_extra_buttons_navigate_historyIf 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
int interface/editor/project_manager_screenThe preferred monitor to display the project manager.
bool interface/editor/save_each_scene_on_quit
bool interface/editor/save_each_scene_on_quitIf 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
bool interface/editor/save_on_focus_lossIf 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
bool interface/editor/separate_distraction_modeIf true, the editor's Script tab will have a separate distraction mode setting from the 2D/3D/Game/AssetLib tabs. If false, the distraction-free mode toggle is shared between all tabs.
int interface/editor/show_internal_errors_in_toast_notifications
int interface/editor/show_internal_errors_in_toast_notificationsIf 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
int interface/editor/show_update_spinnerIf 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
bool interface/editor/single_window_modeIf 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. Note: If true, game embedding is disabled.
int interface/editor/tablet_driver
int interface/editor/tablet_driverOverrides the tablet driver used by the editor.
int interface/editor/ui_layout_direction
int interface/editor/ui_layout_directionEditor UI default layout direction.
int interface/editor/unfocused_low_processor_mode_sleep_usec
int interface/editor/unfocused_low_processor_mode_sleep_usecWhen 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 10 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
bool interface/editor/update_continuouslyIf 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
bool interface/editor/use_embedded_menuIf 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
bool interface/editor/use_native_file_dialogsIf true, editor UI uses OS native file/directory selection dialogs.
int interface/editor/vsync_mode
int interface/editor/vsync_modeSets 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
bool interface/editors/derive_script_globals_by_nameIf 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
bool interface/editors/show_scene_tree_root_selectionIf 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
bool interface/inspector/auto_unfold_foreign_scenesIf true, automatically unfolds Inspector property groups containing modified values when opening a scene for the first time. Only affects scenes without saved folding preferences and only unfolds groups with properties that have been changed from their default values. Note: This setting only works in specific scenarios: when opening a scene brought in from another project, or when opening a new scene that already has modified properties (e.g., from version control). Duplicated scenes are not considered foreign, so this setting will not affect them.
bool interface/inspector/color_picker_show_intensity
bool interface/inspector/color_picker_show_intensityIf true, show the intensity slider in the ColorPickers opened in the editor.
int interface/inspector/default_color_picker_mode
int interface/inspector/default_color_picker_modeThe default color picker mode to use when opening ColorPickers in the editor. This mode can be temporarily adjusted on the color picker itself.
int interface/inspector/default_color_picker_shape
int interface/inspector/default_color_picker_shapeThe default color picker shape to use when opening ColorPickers in the editor. This shape can be temporarily adjusted on the color picker itself.
float interface/inspector/default_float_step
float interface/inspector/default_float_stepThe 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
int interface/inspector/default_property_name_styleThe 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
bool interface/inspector/delimitate_all_container_and_resourcesIf 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
bool interface/inspector/disable_foldingIf true, forces all property groups to be expanded in the Inspector dock and prevents collapsing them.
float interface/inspector/float_drag_speed
float interface/inspector/float_drag_speedBase speed for increasing/decreasing float values by dragging them in the inspector.
bool interface/inspector/horizontal_vector2_editing
bool interface/inspector/horizontal_vector2_editingIf 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
bool interface/inspector/horizontal_vector_types_editingIf 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
int interface/inspector/max_array_dictionary_items_per_pageThe 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
int interface/inspector/nested_color_modeControl 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
bool interface/inspector/open_resources_in_current_inspectorIf 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
PackedStringArray interface/inspector/resources_to_open_in_new_inspectorList of resources that should always be opened in a new inspector view, even if interface/inspector/open_resources_in_current_inspector is true.
bool interface/inspector/show_low_level_opentype_features
bool interface/inspector/show_low_level_opentype_featuresIf true, display OpenType features marked as hidden by the font file in the Font editor.
bool interface/multi_window/enable
bool interface/multi_window/enableIf true, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, Shader editor, and Game Workspace. 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
bool interface/multi_window/maximize_windowIf 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
bool interface/multi_window/restore_windows_on_loadIf 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
int interface/scene_tabs/display_close_buttonControls when the Close (X) button is displayed on scene tabs at the top of the editor.
int interface/scene_tabs/maximum_width
int interface/scene_tabs/maximum_widthThe maximum width of each scene tab at the top editor (in pixels).
bool interface/scene_tabs/restore_scenes_on_load
bool interface/scene_tabs/restore_scenes_on_loadIf 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
bool interface/scene_tabs/show_script_buttonIf 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
bool interface/scene_tabs/show_thumbnail_on_hoverIf 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
Color interface/theme/accent_colorThe color to use for "highlighted" user interface elements in the editor (pressed and hovered items).
int interface/theme/additional_spacing
int interface/theme/additional_spacingThe 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
Color interface/theme/base_colorThe 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
int interface/theme/base_spacingThe base spacing used by various GUI elements in the editor (in pixels). See also interface/theme/spacing_preset.
int interface/theme/border_size
int interface/theme/border_sizeThe border size to use for interface elements (in pixels).
float interface/theme/contrast
float interface/theme/contrastThe 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
int interface/theme/corner_radiusThe corner radius to use for interface elements (in pixels). 0 is square.
String interface/theme/custom_theme
String interface/theme/custom_themeThe custom theme resource to use for the editor. Must be a Redot theme resource in .tres or .res format.
bool interface/theme/draw_extra_borders
bool interface/theme/draw_extra_bordersIf 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
bool interface/theme/follow_system_themeIf true, the editor theme preset will attempt to automatically match the system theme.
int interface/theme/icon_and_font_color
int interface/theme/icon_and_font_colorThe 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
float interface/theme/icon_saturationThe 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
String interface/theme/presetThe editor theme preset to use.
float interface/theme/relationship_line_opacity
float interface/theme/relationship_line_opacityThe 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
String interface/theme/spacing_presetThe editor theme spacing preset to use. See also interface/theme/base_spacing and interface/theme/additional_spacing.
bool interface/theme/use_system_accent_color
bool interface/theme/use_system_accent_colorIf true, set accent color based on system settings. Note: This setting is only effective on Windows, MacOS, and Android.
bool interface/touchscreen/enable_long_press_as_right_click
bool interface/touchscreen/enable_long_press_as_right_clickIf 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
bool interface/touchscreen/enable_pan_and_scale_gesturesIf true, enable two finger pan and scale gestures on touchscreen devices. Note: Defaults to true on touchscreen devices.
bool interface/touchscreen/enable_touch_optimizations
bool interface/touchscreen/enable_touch_optimizationsIf true, increases the scrollbar touch area and enables a larger dragger for split containers to improve usability on touchscreen devices Note: Defaults to true on touchscreen devices.
float interface/touchscreen/scale_gizmo_handles
float interface/touchscreen/scale_gizmo_handlesSpecify 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 interface/touchscreen/touch_actions_panel
int interface/touchscreen/touch_actions_panelA touch-friendly panel that provides easy access to common actions such as save, delete, undo, and redo without requiring a keyboard. Note: Only available in the Android and XR editor.
int network/connection/check_for_updates
int network/connection/check_for_updatesSpecifies 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 about 4.3.1.stable, but not 4.4.stable. All update modes will ignore builds with different major versions (e.g. Redot 4 -> Redot 5).
int network/connection/network_mode
int network/connection/network_modeDetermines 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 Redot website or third-party platforms hosting assets from the Asset Library. Editor plugins and tool scripts are recommended to follow this setting. However, Redot can't prevent them from violating this rule.
String network/debug/remote_host
String network/debug/remote_hostThe address to listen to when starting the remote debugger. This can be set to this device's local IP address 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
int network/debug/remote_portThe port to listen to when starting the remote debugger. Redot 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
String network/http_proxy/hostThe 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: Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
int network/http_proxy/port
int network/http_proxy/portThe 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: Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
String network/tls/editor_tls_certificates
String network/tls/editor_tls_certificatesThe 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.
bool network/tls/enable_tls_v1.3
bool network/tls/enable_tls_v1.3If true, enable TLSv1.3 negotiation. Note: Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
String project_manager/default_renderer
String project_manager/default_rendererThe 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
int project_manager/directory_naming_conventionDirectory 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
int project_manager/sorting_orderThe 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
bool run/auto_save/save_before_runningIf 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
int run/bottom_panel/action_on_playThe action to execute on the bottom panel when running the project. Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.
int run/bottom_panel/action_on_stop
int run/bottom_panel/action_on_stopThe action to execute on the bottom panel when stopping the project. Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.
bool run/output/always_clear_output_on_play
bool run/output/always_clear_output_on_playIf true, the editor will clear the Output panel when running the project.
int run/output/font_size
int run/output/font_sizeThe 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
int run/output/max_linesMaximum number of lines to show at any one time in the Output panel.
bool run/platforms/linuxbsd/prefer_wayland
bool run/platforms/linuxbsd/prefer_waylandIf true, on Linux/BSD, the editor will check for Wayland first instead of X11 (if available).
int run/window_placement/android_window
int run/window_placement/android_windowSpecifies 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. Note: Only available in the Android editor.
int run/window_placement/game_embed_mode
int run/window_placement/game_embed_modeOverrides game embedding setting for all newly opened projects. If enabled, game embedding settings are not saved.
int run/window_placement/rect
int run/window_placement/rectThe window mode to use to display the project when starting the project from the editor. Note: Game embedding is not available for "Force Maximized" or "Force Fullscreen".
Vector2 run/window_placement/rect_custom_position
Vector2 run/window_placement/rect_custom_positionThe 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
int run/window_placement/screenThe monitor to display the project on when starting the project from the editor.
bool text_editor/appearance/caret/caret_blink
bool text_editor/appearance/caret/caret_blinkIf 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
float text_editor/appearance/caret/caret_blink_intervalThe 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
bool text_editor/appearance/caret/highlight_all_occurrencesIf 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
bool text_editor/appearance/caret/highlight_current_lineIf 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
int text_editor/appearance/caret/typeThe 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.
bool text_editor/appearance/enable_inline_color_picker
bool text_editor/appearance/enable_inline_color_pickerIf true, displays a colored button before any Color constructor in the script editor. Clicking on them allows the color to be modified through a color picker.
int text_editor/appearance/guidelines/line_length_guideline_hard_column
int text_editor/appearance/guidelines/line_length_guideline_hard_columnThe 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
int text_editor/appearance/guidelines/line_length_guideline_soft_columnThe 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
bool text_editor/appearance/guidelines/show_line_length_guidelinesIf 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
bool text_editor/appearance/gutters/highlight_type_safe_linesIf 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
bool text_editor/appearance/gutters/line_numbers_zero_paddedIf true, displays line numbers with zero padding (e.g. 007 instead of 7).
bool text_editor/appearance/gutters/show_info_gutter
bool text_editor/appearance/gutters/show_info_gutterIf 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
bool text_editor/appearance/gutters/show_line_numbersIf true, displays line numbers in a gutter at the left.
int text_editor/appearance/lines/autowrap_mode
int text_editor/appearance/lines/autowrap_modeIf text_editor/appearance/lines/word_wrap is set to 1, sets text wrapping mode. To see how each mode behaves, see TextServer.AutowrapMode.
bool text_editor/appearance/lines/code_folding
bool text_editor/appearance/lines/code_foldingIf 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
int text_editor/appearance/lines/word_wrapIf 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
int text_editor/appearance/minimap/minimap_widthThe width of the minimap in the script editor (in pixels).
bool text_editor/appearance/minimap/show_minimap
bool text_editor/appearance/minimap/show_minimapIf 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
bool text_editor/appearance/whitespace/draw_spacesIf true, draws space characters as centered points.
bool text_editor/appearance/whitespace/draw_tabs
bool text_editor/appearance/whitespace/draw_tabsIf true, draws tab characters as chevrons.
int text_editor/appearance/whitespace/line_spacing
int text_editor/appearance/whitespace/line_spacingThe 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/documentation/enable_tooltips
bool text_editor/behavior/documentation/enable_tooltipsIf true, documentation tooltips will appear when hovering over a symbol.
bool text_editor/behavior/files/auto_reload_and_parse_scripts_on_save
bool text_editor/behavior/files/auto_reload_and_parse_scripts_on_saveIf true, tool scripts will be automatically soft-reloaded after they are saved.
bool text_editor/behavior/files/auto_reload_scripts_on_external_change
bool text_editor/behavior/files/auto_reload_scripts_on_external_changeIf true, automatically reloads scripts and text-based shaders in the editor when they have been modified and saved by external editors or tools and the editor regains focus. External changes can be discarded by using the Undo function after they've been loaded in the editor. If false, a file conflict dialog will always be displayed when the editor regains focus. This dialog allows you to choose whether to keep local changes or discard them. Note: Even when this setting is true, a file conflict dialog is still displayed in certain situations. For instance, it will display when the script editor has unsaved changes that the external editor did not account for.
int text_editor/behavior/files/autosave_interval_secs
int text_editor/behavior/files/autosave_interval_secsIf 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
bool text_editor/behavior/files/convert_indent_on_saveIf 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/drop_preload_resources_as_uid
bool text_editor/behavior/files/drop_preload_resources_as_uidIf true, when dropping a Resource file to script editor while Ctrl is held, the resource will be preloaded with a UID. If false, the resource will be preloaded with a path. When you hold Ctrl+Shift, the behavior is reversed.
bool text_editor/behavior/files/open_dominant_script_on_scene_change
bool text_editor/behavior/files/open_dominant_script_on_scene_changeIf 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
bool text_editor/behavior/files/restore_scripts_on_loadIf 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
bool text_editor/behavior/files/trim_final_newlines_on_saveIf 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
bool text_editor/behavior/files/trim_trailing_whitespace_on_saveIf 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
bool text_editor/behavior/general/empty_selection_clipboardIf 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
bool text_editor/behavior/indent/auto_indentIf true, automatically indents code when pressing the Enter key based on blocks above the new line.
bool text_editor/behavior/indent/indent_wrapped_lines
bool text_editor/behavior/indent/indent_wrapped_linesIf true, all wrapped lines are indented to the same amount as the unwrapped line.
int text_editor/behavior/indent/size
int text_editor/behavior/indent/sizeWhen 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
int text_editor/behavior/indent/typeThe 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
String text_editor/behavior/navigation/custom_word_separatorsThe 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
bool text_editor/behavior/navigation/drag_and_drop_selectionIf 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
bool text_editor/behavior/navigation/move_caret_on_right_clickIf 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
bool text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_methodIf 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
bool text_editor/behavior/navigation/scroll_past_end_of_fileIf true, allows scrolling past the end of the file.
bool text_editor/behavior/navigation/smooth_scrolling
bool text_editor/behavior/navigation/smooth_scrollingIf 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
bool text_editor/behavior/navigation/stay_in_script_editor_on_node_selectedIf 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
bool text_editor/behavior/navigation/use_custom_word_separatorsIf 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
bool text_editor/behavior/navigation/use_default_word_separatorsIf 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
int text_editor/behavior/navigation/v_scroll_speedThe 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
bool text_editor/completion/add_node_path_literalsIf 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
bool text_editor/completion/add_string_name_literalsIf true, uses StringName instead of String when appropriate for code autocompletion.
bool text_editor/completion/add_type_hints
bool text_editor/completion/add_type_hintsIf true, automatically adds GDScript static typing (such as -> void and : int) in many situations where it's possible to, including when: - Accepting a suggestion from code autocompletion; - Creating a new script from a template; - Connecting signals from the Node dock; - Creating variables prefixed with @GDScript.@onready, by dropping nodes from the Scene dock into the script editor while holding Ctrl.
bool text_editor/completion/auto_brace_complete
bool text_editor/completion/auto_brace_completeIf true, automatically inserts the matching closing brace when the opening brace is inserted by typing or autocompletion. Also automatically removes the closing brace when pressing Backspace on the opening brace. This includes brackets ((), [], {}), string quotation marks ('', ""), and comments (/**/) if the language supports it.
float text_editor/completion/code_complete_delay
float text_editor/completion/code_complete_delayThe delay in seconds after which autocompletion suggestions should be displayed when the user stops typing.
bool text_editor/completion/code_complete_enabled
bool text_editor/completion/code_complete_enabledIf 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
bool text_editor/completion/colorize_suggestionsIf true enables the coloring for some items in the autocompletion suggestions, like vector components.
bool text_editor/completion/complete_file_paths
bool text_editor/completion/complete_file_pathsIf true, provides autocompletion suggestions for file paths in methods such as load() and preload().
float text_editor/completion/idle_parse_delay
float text_editor/completion/idle_parse_delayThe delay in seconds after which the script editor should check for errors when the user stops typing.
float text_editor/completion/idle_parse_delay_with_errors_found
float text_editor/completion/idle_parse_delay_with_errors_foundThe delay used instead of text_editor/completion/idle_parse_delay, when the parser has found errors. A lower value should feel more responsive while fixing code, but may cause notable stuttering and increase CPU usage.
bool text_editor/completion/put_callhint_tooltip_below_current_line
bool text_editor/completion/put_callhint_tooltip_below_current_lineIf 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
bool text_editor/completion/use_single_quotesIf 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
String text_editor/external/exec_flagsThe 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
String text_editor/external/exec_pathThe path to the text editor executable used to edit text files if text_editor/external/use_external_editor is true.
bool text_editor/external/prefer_tabs_in_external_editor
bool text_editor/external/prefer_tabs_in_external_editorIf set, this will instruct the editor to attempt to reopen previously open scripts as tabs in a single instance of the external editor, by passing them in as command line args instead of trying to launch a single instance for each script file.
bool text_editor/external/use_external_editor
bool text_editor/external/use_external_editorIf 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
int text_editor/help/class_reference_examplesControls 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
int text_editor/help/help_font_sizeThe font size to use for the editor help (built-in class reference).
int text_editor/help/help_source_font_size
int text_editor/help/help_source_font_sizeThe font size to use for code samples in the editor help (built-in class reference).
int text_editor/help/help_title_font_size
int text_editor/help/help_title_font_sizeThe font size to use for headings in the editor help (built-in class reference).
bool text_editor/help/show_help_index
bool text_editor/help/show_help_indexIf 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
bool text_editor/help/sort_functions_alphabeticallyIf true, the script's method list in the Script Editor is sorted alphabetically.
bool text_editor/script_list/group_help_pages
bool text_editor/script_list/group_help_pagesIf true, class reference pages are grouped together at the bottom of the Script Editor's script list.
bool text_editor/script_list/highlight_scene_scripts
bool text_editor/script_list/highlight_scene_scriptsIf true, the scripts that are used by the current scene are highlighted in the Script Editor's script list.
int text_editor/script_list/list_script_names_as
int text_editor/script_list/list_script_names_asSpecifies 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
bool text_editor/script_list/script_temperature_enabledIf 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
int text_editor/script_list/script_temperature_history_sizeHow 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
bool text_editor/script_list/show_members_overviewIf 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
bool text_editor/script_list/sort_members_outline_alphabeticallyIf 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
int text_editor/script_list/sort_scripts_bySpecifies sorting used for Script Editor's open script list.
String text_editor/theme/color_theme
String text_editor/theme/color_themeThe 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
Color text_editor/theme/highlighting/background_colorThe 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
Color text_editor/theme/highlighting/base_type_colorThe script editor's base type color (used for types like Vector2, Vector3, Color, ...).
Color text_editor/theme/highlighting/bookmark_color
Color text_editor/theme/highlighting/bookmark_colorThe script editor's bookmark icon color (displayed in the gutter).
Color text_editor/theme/highlighting/brace_mismatch_color
Color text_editor/theme/highlighting/brace_mismatch_colorThe 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
Color text_editor/theme/highlighting/breakpoint_colorThe script editor's breakpoint icon color (displayed in the gutter).
Color text_editor/theme/highlighting/caret_background_color
Color text_editor/theme/highlighting/caret_background_colorThe script editor's caret background color. Note: This setting has no effect as it's currently unused.
Color text_editor/theme/highlighting/caret_color
Color text_editor/theme/highlighting/caret_colorThe script editor's caret color.
Color text_editor/theme/highlighting/code_folding_color
Color text_editor/theme/highlighting/code_folding_colorThe script editor's color for the code folding icon (displayed in the gutter).
Color text_editor/theme/highlighting/comment_color
Color text_editor/theme/highlighting/comment_colorThe 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/comment_markers/critical_color
Color text_editor/theme/highlighting/comment_markers/critical_colorThe script editor's critical comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/critical_list.
String text_editor/theme/highlighting/comment_markers/critical_list
String text_editor/theme/highlighting/comment_markers/critical_listA comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/critical_color color. These must not include spaces or symbols or they will not be highlighted. Note: This is only implemented in the GDScript syntax highlighter.
Color text_editor/theme/highlighting/comment_markers/notice_color
Color text_editor/theme/highlighting/comment_markers/notice_colorThe script editor's notice comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/notice_list.
String text_editor/theme/highlighting/comment_markers/notice_list
String text_editor/theme/highlighting/comment_markers/notice_listA comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/notice_color color. These must not include spaces or symbols or they will not be highlighted. Note: This is only implemented in the GDScript syntax highlighter.
Color text_editor/theme/highlighting/comment_markers/warning_color
Color text_editor/theme/highlighting/comment_markers/warning_colorThe script editor's warning comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/warning_list.
String text_editor/theme/highlighting/comment_markers/warning_list
String text_editor/theme/highlighting/comment_markers/warning_listA comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/warning_color color. These must not include spaces or symbols or they will not be highlighted. Note: This is only implemented in the GDScript syntax highlighter.
Color text_editor/theme/highlighting/completion_background_color
Color text_editor/theme/highlighting/completion_background_colorThe script editor's autocompletion box background color.
Color text_editor/theme/highlighting/completion_existing_color
Color text_editor/theme/highlighting/completion_existing_colorThe 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
Color text_editor/theme/highlighting/completion_font_colorThe script editor's autocompletion box text color.
Color text_editor/theme/highlighting/completion_scroll_color
Color text_editor/theme/highlighting/completion_scroll_colorThe script editor's autocompletion box scroll bar color.
Color text_editor/theme/highlighting/completion_scroll_hovered_color
Color text_editor/theme/highlighting/completion_scroll_hovered_colorThe script editor's autocompletion box scroll bar color when hovered or pressed with the mouse.
Color text_editor/theme/highlighting/completion_selected_color
Color text_editor/theme/highlighting/completion_selected_colorThe script editor's autocompletion box background color for the currently selected line.
Color text_editor/theme/highlighting/control_flow_keyword_color
Color text_editor/theme/highlighting/control_flow_keyword_colorThe script editor's control flow keyword color (used for keywords like if, for, return, ...).
Color text_editor/theme/highlighting/current_line_color
Color text_editor/theme/highlighting/current_line_colorThe 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
Color text_editor/theme/highlighting/doc_comment_colorThe 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
Color text_editor/theme/highlighting/engine_type_colorThe script editor's engine type color (Object, Mesh, Node, ...).
Color text_editor/theme/highlighting/executing_line_color
Color text_editor/theme/highlighting/executing_line_colorThe script editor's color for the debugger's executing line icon (displayed in the gutter).
Color text_editor/theme/highlighting/folded_code_region_color
Color text_editor/theme/highlighting/folded_code_region_colorThe script editor's background line highlighting color for folded code region.
Color text_editor/theme/highlighting/function_color
Color text_editor/theme/highlighting/function_colorThe script editor's function call color. Note: When using the GDScript syntax highlighter, this is only used when calling some functions since function definitions and global functions have their own colors text_editor/theme/highlighting/gdscript/function_definition_color and text_editor/theme/highlighting/gdscript/global_function_color.
Color text_editor/theme/highlighting/gdscript/annotation_color
Color text_editor/theme/highlighting/gdscript/annotation_colorThe GDScript syntax highlighter text color for annotations (e.g. @export).
Color text_editor/theme/highlighting/gdscript/function_definition_color
Color text_editor/theme/highlighting/gdscript/function_definition_colorThe GDScript syntax highlighter text color for function definitions (e.g. the _ready in func _ready():).
Color text_editor/theme/highlighting/gdscript/global_function_color
Color text_editor/theme/highlighting/gdscript/global_function_colorThe GDScript syntax highlighter text color for global functions, such as the ones in @GlobalScope (e.g. preload()).
Color text_editor/theme/highlighting/gdscript/node_path_color
Color text_editor/theme/highlighting/gdscript/node_path_colorThe GDScript syntax highlighter text color for NodePath literals (e.g. ^"position:x").
Color text_editor/theme/highlighting/gdscript/node_reference_color
Color text_editor/theme/highlighting/gdscript/node_reference_colorThe GDScript syntax highlighter text color for node reference literals (e.g. $"Sprite" and %"Sprite"]).
Color text_editor/theme/highlighting/gdscript/string_name_color
Color text_editor/theme/highlighting/gdscript/string_name_colorThe GDScript syntax highlighter text color for StringName literals (e.g. &"example").
Color text_editor/theme/highlighting/keyword_color
Color text_editor/theme/highlighting/keyword_colorThe script editor's non-control flow keyword color (used for keywords like var, func, extends, ...).
Color text_editor/theme/highlighting/line_length_guideline_color
Color text_editor/theme/highlighting/line_length_guideline_colorThe 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
Color text_editor/theme/highlighting/line_number_colorThe script editor's color for line numbers. See also text_editor/theme/highlighting/safe_line_number_color.
Color text_editor/theme/highlighting/mark_color
Color text_editor/theme/highlighting/mark_colorThe 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
Color text_editor/theme/highlighting/member_variable_colorThe 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
Color text_editor/theme/highlighting/number_colorThe script editor's color for numbers (integer and floating-point).
Color text_editor/theme/highlighting/safe_line_number_color
Color text_editor/theme/highlighting/safe_line_number_colorThe 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
Color text_editor/theme/highlighting/search_result_border_colorThe 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
Color text_editor/theme/highlighting/search_result_colorThe script editor's background color for search results.
Color text_editor/theme/highlighting/selection_color
Color text_editor/theme/highlighting/selection_colorThe script editor's background color for the currently selected text.
Color text_editor/theme/highlighting/string_color
Color text_editor/theme/highlighting/string_colorThe script editor's color for strings (single-line and multi-line).
Color text_editor/theme/highlighting/symbol_color
Color text_editor/theme/highlighting/symbol_colorThe script editor's color for operators (( ) [ ] { } + - * /, ...).
Color text_editor/theme/highlighting/text_color
Color text_editor/theme/highlighting/text_colorThe script editor's color for text not highlighted by any syntax highlighting rule.
Color text_editor/theme/highlighting/text_selected_color
Color text_editor/theme/highlighting/text_selected_colorThe 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
Color text_editor/theme/highlighting/user_type_colorThe script editor's color for user-defined types (using class_name).
Color text_editor/theme/highlighting/warning_color
Color text_editor/theme/highlighting/warning_colorThe script editor's background color for lines with warnings. 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/word_highlighted_color
Color text_editor/theme/highlighting/word_highlighted_colorThe script editor's color for words highlighted by selecting them. Only visible if text_editor/appearance/caret/highlight_all_occurrences is true.
String version_control/ssh_private_key_path
String version_control/ssh_private_key_pathPath to private SSH key file for the editor's Version Control integration credentials.
String version_control/ssh_public_key_path
String version_control/ssh_public_key_pathPath to public SSH key file for the editor's Version Control integration credentials.
String version_control/username
String version_control/usernameDefault username for editor's Version Control integration.
Methods
void add_property_info(Dictionary info)
Dictionary info)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) and hint_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(String setting_prefix) const
bool check_changed_settings_in_group(String setting_prefix) constChecks if any settings with the prefix setting_prefix exist in the set of changed settings. See also get_changed_settings().
void erase(String property)
String property)Erases the setting whose name is specified by property.
PackedStringArray get_changed_settings() const
PackedStringArray get_changed_settings() constGets 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() const
PackedStringArray get_favorites() constReturns the list of favorite files and directories for this project.
Variant get_project_metadata(String section, String key, Variant default = null) const
Variant get_project_metadata(String section, String key, Variant default = null) constReturns 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() const
PackedStringArray get_recent_dirs() constReturns the list of recently visited folders in the file dialog for this project.
Variant get_setting(String name) const
Variant get_setting(String name) constReturns the value of the setting specified by name. This is equivalent to using Object.get() on the EditorSettings instance.
bool has_setting(String name) const
bool has_setting(String name) constReturns true if the setting specified by name exists, false otherwise.
void mark_setting_changed(String setting)
String setting)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(String name, InputEvent[] actions_list)
String name, InputEvent[] actions_list)Overrides the built-in editor action name with the input actions defined in actions_list.
void set_favorites(PackedStringArray dirs)
PackedStringArray dirs)Sets the list of favorite files and directories for this project.
void set_initial_value(StringName name, Variant value, bool update_current)
StringName name, Variant value, bool update_current)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 setting is reset to value as well.
void set_project_metadata(String section, String key, Variant data)
String section, String key, Variant data)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(PackedStringArray dirs)
PackedStringArray dirs)Sets the list of recently visited folders in the file dialog for this project.
void set_setting(String name, Variant value)
String name, Variant value)Sets the value of the setting specified by name. This is equivalent to using Object.set() on the EditorSettings instance.
Signals
settings_changed()
Emitted after any editor setting has changed.
Constants
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.