ProjectSettings

继承: Object

类别: 核心

简要说明

包含可从任何位置访问的全局变量。

属性

String

android/modules

Color

application/boot_splash/bg_color

颜色(0.14、0.14、0.14、1)

bool

application/boot_splash/fullsize

String

application/boot_splash/image

bool

application/boot_splash/use_filter

String

application/config/custom_user_dir_name

String

application/config/icon

String

application/config/macos_native_icon

String

application/config/name

String

application/config/project_settings_override

bool

application/config/use_custom_user_dir

String

application/config/windows_native_icon

bool

application/run/disable_stderr

bool

application/run/disable_stdout

int

application/run/frame_delay_msec

0

bool

application/run/low_processor_mode

int

application/run/low_processor_mode_sleep_usec

6900

String

application/run/main_scene

float

audio/channel_disable_threshold_db

-60.0

float

audio/channel_disable_time

2.0

String

audio/default_bus_layout

res://default_bus_layout.tres

String

audio/driver

“Pulseaudio”

bool

audio/enable_audio_input

int

audio/mix_rate

44100

int

audio/output_latency

15

int

audio/video_delay_compensation_ms

0

int

compression/formats/gzip/compression_level

-1

int

compression/formats/zlib/compression_level

-1

int

compression/formats/zstd/compression_level

3

bool

compression/formats/zstd/long_distance_matching

int

compression/formats/zstd/window_log_size

27

bool

debug/gdscript/completion/autocomplete_setters_and_getters

bool

debug/gdscript/warnings/constant_used_as_function

bool

debug/gdscript/warnings/deprecated_keyword

bool

debug/gdscript/warnings/enable

bool

debug/gdscript/warnings/function_conflicts_constant

bool

debug/gdscript/warnings/function_conflicts_variable

bool

debug/gdscript/warnings/function_may_yield

bool

debug/gdscript/warnings/function_used_as_property

bool

debug/gdscript/warnings/incompatible_ternary

bool

debug/gdscript/warnings/integer_division

bool

debug/gdscript/warnings/narrowing_conversion

bool

debug/gdscript/warnings/property_used_as_function

bool

debug/gdscript/warnings/return_value_discarded

bool

debug/gdscript/warnings/shadowed_variable

bool

debug/gdscript/warnings/standalone_expression

bool

debug/gdscript/warnings/treat_warnings_as_errors

bool

debug/gdscript/warnings/unassigned_variable

bool

debug/gdscript/warnings/unassigned_variable_op_assign

bool

debug/gdscript/warnings/unreachable_code

bool

debug/gdscript/warnings/unsafe_call_argument

bool

debug/gdscript/warnings/unsafe_cast

bool

debug/gdscript/warnings/unsafe_method_access

bool

debug/gdscript/warnings/unsafe_property_access

bool

debug/gdscript/warnings/unused_argument

bool

debug/gdscript/warnings/unused_class_variable

bool

debug/gdscript/warnings/unused_signal

bool

debug/gdscript/warnings/unused_variable

bool

debug/gdscript/warnings/variable_conflicts_function

bool

debug/gdscript/warnings/void_assignment

String

debug/settings/crash_handler/message

“在https://github.com/godoengine/godot/issues上报告错误时,请包含此内容”

int

debug/settings/fps/force_fps

0

int

debug/settings/gdscript/max_call_stack

1024

int

debug/settings/profiler/max_functions

16384

bool

debug/settings/stdout/print_fps

bool

debug/settings/stdout/verbose_stdout

int

debug/settings/visual_script/max_call_stack

1024

String

display/mouse_cursor/custom_image

Vector2

display/mouse_cursor/custom_image_hotspot

矢量2(0,0)

Vector2

display/mouse_cursor/tooltip_position_offset

矢量2(10,10)

bool

display/window/dpi/allow_hidpi

bool

display/window/energy_saving/keep_screen_on

String

display/window/handheld/orientation

“横向”

bool

display/window/per_pixel_transparency/allowed

bool

display/window/per_pixel_transparency/enabled

bool

display/window/size/always_on_top

bool

display/window/size/borderless

bool

display/window/size/fullscreen

int

display/window/size/height

600

bool

display/window/size/resizable

int

display/window/size/test_height

0

int

display/window/size/test_width

0

int

display/window/size/width

1024

bool

display/window/vsync/use_vsync

bool

editor/active

PoolStringArray

editor/search_in_file_extensions

PoolStringArray(“gd”,“shader”)。

int

gui/common/default_scroll_deadzone

0

bool

gui/common/swap_ok_cancel

String

gui/theme/custom

String

gui/theme/custom_font

bool

gui/theme/use_hidpi

int

gui/timers/incremental_search_max_interval_msec

2000

float

gui/timers/text_edit_idle_detect_sec

3

Dictionary

input/ui_accept

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"unicode":0,"echo":false,"script":null), Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777222,"unicode":0,"echo":false,"script":null), Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_cancel

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_down

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_end

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777230,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_focus_next

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_focus_prev

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":true,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_home

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777229,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_left

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_page_down

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777236,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_page_up

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777235,"unicode":0,"echo":false,"script":null) ]}

Dictionary

input/ui_right

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_select

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null) ]}

Dictionary

input/ui_up

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null) ]}

bool

input_devices/pointing/emulate_mouse_from_touch

bool

input_devices/pointing/emulate_touch_from_mouse

String

layer_names/2d_physics/layer_1

String

layer_names/2d_physics/layer_10

String

layer_names/2d_physics/layer_11

String

layer_names/2d_physics/layer_12

String

layer_names/2d_physics/layer_13

String

layer_names/2d_physics/layer_14

String

layer_names/2d_physics/layer_15

String

layer_names/2d_physics/layer_16

String

layer_names/2d_physics/layer_17

String

layer_names/2d_physics/layer_18

String

layer_names/2d_physics/layer_19

String

layer_names/2d_physics/layer_2

String

layer_names/2d_physics/layer_20

String

layer_names/2d_physics/layer_3

String

layer_names/2d_physics/layer_4

String

layer_names/2d_physics/layer_5

String

layer_names/2d_physics/layer_6

String

layer_names/2d_physics/layer_7

String

layer_names/2d_physics/layer_8

String

layer_names/2d_physics/layer_9

String

layer_names/2d_render/layer_1

String

layer_names/2d_render/layer_10

String

layer_names/2d_render/layer_11

String

layer_names/2d_render/layer_12

String

layer_names/2d_render/layer_13

String

layer_names/2d_render/layer_14

String

layer_names/2d_render/layer_15

String

layer_names/2d_render/layer_16

String

layer_names/2d_render/layer_17

String

layer_names/2d_render/layer_18

String

layer_names/2d_render/layer_19

String

layer_names/2d_render/layer_2

String

layer_names/2d_render/layer_20

String

layer_names/2d_render/layer_3

String

layer_names/2d_render/layer_4

String

layer_names/2d_render/layer_5

String

layer_names/2d_render/layer_6

String

layer_names/2d_render/layer_7

String

layer_names/2d_render/layer_8

String

layer_names/2d_render/layer_9

String

layer_names/3d_physics/layer_1

String

layer_names/3d_physics/layer_10

String

layer_names/3d_physics/layer_11

String

layer_names/3d_physics/layer_12

String

layer_names/3d_physics/layer_13

String

layer_names/3d_physics/layer_14

String

layer_names/3d_physics/layer_15

String

layer_names/3d_physics/layer_16

String

layer_names/3d_physics/layer_17

String

layer_names/3d_physics/layer_18

String

layer_names/3d_physics/layer_19

String

layer_names/3d_physics/layer_2

String

layer_names/3d_physics/layer_20

String

layer_names/3d_physics/layer_3

String

layer_names/3d_physics/layer_4

String

layer_names/3d_physics/layer_5

String

layer_names/3d_physics/layer_6

String

layer_names/3d_physics/layer_7

String

layer_names/3d_physics/layer_8

String

layer_names/3d_physics/layer_9

String

layer_names/3d_render/layer_1

String

layer_names/3d_render/layer_10

String

layer_names/3d_render/layer_11

String

layer_names/3d_render/layer_12

String

layer_names/3d_render/layer_13

String

layer_names/3d_render/layer_14

String

layer_names/3d_render/layer_15

String

layer_names/3d_render/layer_16

String

layer_names/3d_render/layer_17

String

layer_names/3d_render/layer_18

String

layer_names/3d_render/layer_19

String

layer_names/3d_render/layer_2

String

layer_names/3d_render/layer_20

String

layer_names/3d_render/layer_3

String

layer_names/3d_render/layer_4

String

layer_names/3d_render/layer_5

String

layer_names/3d_render/layer_6

String

layer_names/3d_render/layer_7

String

layer_names/3d_render/layer_8

String

layer_names/3d_render/layer_9

String

locale/fallback

“恩”

String

locale/test

bool

logging/file_logging/enable_file_logging

String

logging/file_logging/log_path

“用户:://logs/log.txt”

int

logging/file_logging/max_log_files

10

int

memory/limits/message_queue/max_size_kb

1024

int

memory/limits/multithreaded_server/rid_pool_prealloc

60

int

network/limits/debugger_stdout/max_chars_per_second

2048

int

network/limits/debugger_stdout/max_errors_per_frame

10

int

network/limits/debugger_stdout/max_messages_per_frame

10

int

network/limits/packet_peer_stream/max_buffer_po2

16

int

network/limits/tcp/connect_timeout_seconds

30

int

network/limits/websocket_client/max_in_buffer_kb

64

int

network/limits/websocket_client/max_in_packets

1024

int

network/limits/websocket_client/max_out_buffer_kb

64

int

network/limits/websocket_client/max_out_packets

1024

int

network/limits/websocket_server/max_in_buffer_kb

64

int

network/limits/websocket_server/max_in_packets

1024

int

network/limits/websocket_server/max_out_buffer_kb

64

int

network/limits/websocket_server/max_out_packets

1024

int

network/remote_fs/page_read_ahead

4

int

network/remote_fs/page_size

65536

int

node/name_casing

0

int

node/name_num_separator

0

int

physics/2d/default_gravity

98

String

physics/2d/physics_engine

“默认”

int

physics/2d/thread_model

1

bool

physics/3d/active_soft_world

float

physics/3d/default_gravity

9.8

String

physics/3d/physics_engine

“默认”

int

physics/common/physics_fps

60

float

physics/common/physics_jitter_fix

0.5

Color

rendering/environment/default_clear_color

颜色(0.3、0.3、0.3、1)

int

rendering/limits/buffers/blend_shape_max_buffer_size_kb

4096

int

rendering/limits/buffers/canvas_polygon_buffer_size_kb

128

int

rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

128

int

rendering/limits/buffers/immediate_buffer_size_kb

2048

int

rendering/limits/rendering/max_renderable_elements

65536

int

rendering/limits/rendering/max_renderable_lights

4096

int

rendering/limits/rendering/max_renderable_reflections

1024

float

rendering/limits/time/time_rollover_secs

3600

bool

rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround

bool

rendering/quality/2d/use_pixel_snap

String

rendering/quality/depth_prepass/disable_for_vendors

“PowerVR、马里、阿德里诺、苹果”

bool

rendering/quality/depth_prepass/enable

int

rendering/quality/directional_shadow/size

4096

int

rendering/quality/directional_shadow/size.mobile

2048

String

rendering/quality/driver/driver_name

“欢乐3”

bool

rendering/quality/driver/fallback_to_gles2

int

rendering/quality/filters/anisotropic_filter_level

4

bool

rendering/quality/filters/use_nearest_mipmap_filter

int

rendering/quality/intended_usage/framebuffer_allocation

2

int

rendering/quality/intended_usage/framebuffer_allocation.mobile

3

bool

rendering/quality/reflections/high_quality_ggx

bool

rendering/quality/reflections/high_quality_ggx.mobile

bool

rendering/quality/reflections/texture_array_reflections

bool

rendering/quality/reflections/texture_array_reflections.mobile

bool

rendering/quality/shading/force_blinn_over_ggx

bool

rendering/quality/shading/force_blinn_over_ggx.mobile

bool

rendering/quality/shading/force_lambert_over_burley

bool

rendering/quality/shading/force_lambert_over_burley.mobile

bool

rendering/quality/shading/force_vertex_shading

bool

rendering/quality/shading/force_vertex_shading.mobile

int

rendering/quality/shadow_atlas/quadrant_0_subdiv

1

int

rendering/quality/shadow_atlas/quadrant_1_subdiv

2

int

rendering/quality/shadow_atlas/quadrant_2_subdiv

3

int

rendering/quality/shadow_atlas/quadrant_3_subdiv

4

int

rendering/quality/shadow_atlas/size

4096

int

rendering/quality/shadow_atlas/size.mobile

2048

int

rendering/quality/shadows/filter_mode

1

int

rendering/quality/shadows/filter_mode.mobile

0

bool

rendering/quality/subsurface_scattering/follow_surface

int

rendering/quality/subsurface_scattering/quality

1

int

rendering/quality/subsurface_scattering/scale

1.0

bool

rendering/quality/subsurface_scattering/weight_samples

bool

rendering/quality/voxel_cone_tracing/high_quality

int

rendering/threads/thread_model

1

bool

rendering/vram_compression/import_bptc

bool

rendering/vram_compression/import_etc

bool

rendering/vram_compression/import_etc2

bool

rendering/vram_compression/import_pvrtc

bool

rendering/vram_compression/import_s3tc

Script

script

方法

无效

add_property_info ( Dictionary hint )

无效

clear ( String name )

int

get_order ( String name ) const

Variant

get_setting ( String name ) const

String

globalize_path ( String path ) const

bool

has_setting ( String name ) const

bool

load_resource_pack ( String pack )

String

localize_path ( String path ) const

bool

property_can_revert ( String name )

Variant

property_get_revert ( String name )

Error

save ( )

Error

save_custom ( String file )

无效

set_initial_value ( String name, Variant value )

无效

set_order ( String name, int position )

无效

set_setting ( String name, Variant value )

描述

包含可从任何位置访问的全局变量。使用 get_settingset_settinghas_setting 访问它们。变量存储在 project.godot 也加载到ProjectSettings中,使此对象对于读取自定义游戏配置选项非常有用。

属性描述

违约

使用他们的Java包路径(例如,必须在Android导出模板中构建)的自定义Android模块的逗号分隔列表,例如 org/godotengine/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton" .

  • Color application/boot_splash/bg_color

违约

颜色(0.14、0.14、0.14、1)

启动启动启动的背景色。

  • bool application/boot_splash/fullsize

违约

如果 true ,在引擎启动时将启动启动启动图像缩放到整个窗口长度。如果 false ,引擎将使其保持默认像素大小。

  • String application/boot_splash/image

违约

用作启动启动启动的映像的路径。

  • bool application/boot_splash/use_filter

违约

如果 true ,缩放图像时应用线性过滤(推荐用于高分辨率图片)。如果 false ,使用最近邻插值(推荐用于像素艺术)。

  • String application/config/custom_user_dir_name

违约

此用户目录用于存储持久数据 (user:// 文件系统)。如果留空, user:// 解析为Godot自己的配置文件夹中的特定于项目的文件夹(请参见 OS.get_user_data_dir )如果定义了自定义目录名,则将使用此名称,并将其附加到特定于系统的用户数据目录(与中记录的godot配置文件夹相同的父文件夹 OS.get_user_data_dir

这个 application/config/use_custom_user_dir 必须启用设置才能使此生效。

  • String application/config/icon

违约

用于项目的图标,在项目加载时设置。如果可能,导出程序也将使用此图标。

  • String application/config/macos_native_icon

违约

  • String application/config/name

违约

项目名称。项目经理和出口商都使用它。项目名称可以通过在本地化文件中转换其值来进行转换。

  • String application/config/project_settings_override

违约

指定要覆盖项目设置的文件。例如: user://custom_settings.cfg .

  • bool application/config/use_custom_user_dir

违约

如果 true ,项目将用户数据保存到其自己的用户目录(请参见 application/config/custom_user_dir_name )此设置仅在桌面平台上有效。必须在中设置名称 application/config/custom_user_dir_name 使此生效的设置。如果 false ,项目将用户数据保存到 (OS user data directory)/Godot/app_userdata/(project name) .

  • String application/config/windows_native_icon

违约

  • bool application/run/disable_stderr

违约

如果 true ,在导出的生成中禁用打印到标准错误。

  • bool application/run/disable_stdout

违约

如果 true ,在导出的生成中禁用打印到标准输出。

  • int application/run/frame_delay_msec

违约

0

强制主循环中帧之间的延迟(毫秒)。如果计划禁用垂直同步,这可能很有用。

  • bool application/run/low_processor_mode

违约

如果 true ,启用低处理器使用模式。此设置仅适用于桌面平台。如果没有任何内容在视觉上发生变化,则不会重新绘制屏幕。这是为编写应用程序和编辑器而设计的,但在大多数游戏中都是无用的(而且可能会损害性能)。

  • int application/run/low_processor_mode_sleep_usec

违约

6900

启用低处理器使用模式时帧之间的休眠量(以微秒为单位)。较高的值将导致较低的CPU使用率。

  • String application/run/main_scene

违约

项目运行时将加载的主场景文件的路径。

  • float audio/channel_disable_threshold_db

违约

-60.0

当声音在给定时间内低于给定的db阈值时,音频总线将自动禁用。这将节省CPU,因为分配给该总线的效果将不再进行任何处理。

  • float audio/channel_disable_time

违约

2.0

当声音在给定时间内低于给定的db阈值时,音频总线将自动禁用。这将节省CPU,因为分配给该总线的效果将不再进行任何处理。

  • String audio/default_bus_layout

违约

res://default_bus_layout.tres

违约

“Pulseaudio”

指定要使用的音频驱动程序。此设置取决于平台,因为每个平台支持不同的音频驱动程序。如果保留为空,将使用默认音频驱动程序。

  • bool audio/enable_audio_input

违约

如果 true ,允许麦克风输入。这需要在导出到Android或iOS时设置适当的权限。

  • int audio/mix_rate

违约

44100

用于音频的混合速率。一般来说,最好不要碰这个,把它留给主机操作系统。

  • int audio/output_latency

违约

15

音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,代价是增加CPU使用率。低值可能会导致较慢硬件出现声音破裂。

  • int audio/video_delay_compensation_ms

违约

0

播放视频时设置为硬编码音频延迟。除非你知道你在做什么,否则最好不要动这个。

  • int compression/formats/gzip/compression_level

违约

-1

gzip的默认压缩级别。影响压缩的场景和资源。

  • int compression/formats/zlib/compression_level

违约

-1

zlib的默认压缩级别。影响压缩的场景和资源。

  • int compression/formats/zstd/compression_level

违约

3

zStandard的默认压缩级别。影响压缩的场景和资源。

  • bool compression/formats/zstd/long_distance_matching

违约

在zStandard中启用远程匹配。

  • int compression/formats/zstd/window_log_size

违约

27

  • bool debug/gdscript/completion/autocomplete_setters_and_getters

违约

如果 true ,在脚本编辑器的自动完成结果中显示getter和setter。此设置用于移植旧项目(godot 2),因为从godot 3起,使用成员变量是首选样式。

  • bool debug/gdscript/warnings/constant_used_as_function

违约

如果 true ,当常量用作函数时启用警告。

  • bool debug/gdscript/warnings/deprecated_keyword

违约

如果 true ,在不推荐使用的关键字(如 slave 被使用。

  • bool debug/gdscript/warnings/enable

违约

如果 true ,启用特定的gdscript警告(请参见 debug/gdscript/warnings/* 设置)。如果 false ,禁用所有gdscript警告。

  • bool debug/gdscript/warnings/function_conflicts_constant

违约

如果 true ,在使用与常量相同的名称声明函数时启用警告。

  • bool debug/gdscript/warnings/function_conflicts_variable

违约

如果 true ,在用与变量相同的名称声明函数时启用警告。在将来的版本中,当gdscript中支持第一类函数时,这将变成一个错误。

  • bool debug/gdscript/warnings/function_may_yield

违约

如果 true ,当分配给变量的函数可能生成并返回函数状态而不是值时,启用警告。

  • bool debug/gdscript/warnings/function_used_as_property

违约

如果 true ,在将函数用作属性时启用警告。

  • bool debug/gdscript/warnings/incompatible_ternary

违约

如果 true ,在三元运算符可能发出类型不兼容的值时启用警告。

  • bool debug/gdscript/warnings/integer_division

违约

如果 true ,将一个整数除以另一个整数时启用警告(小数部分将被丢弃)。

  • bool debug/gdscript/warnings/narrowing_conversion

违约

如果 true ,在将浮点值传递给需要整数的函数时启用警告(它将被转换并失去精度)。

  • bool debug/gdscript/warnings/property_used_as_function

违约

如果 true ,在将属性用作函数时启用警告。

  • bool debug/gdscript/warnings/return_value_discarded

违约

如果 true ,在不使用函数的返回值(通过将其分配给变量或将其用作函数参数)调用函数时启用警告。这种返回值有时用于表示使用 Error 枚举。

  • bool debug/gdscript/warnings/shadowed_variable

违约

如果 true ,在定义本地或子类成员变量时启用警告,该变量将在较高级别(例如成员变量)上隐藏某个变量。

  • bool debug/gdscript/warnings/standalone_expression

违约

如果 true ,在调用对周围代码没有影响的表达式时启用警告,例如写入 2 + 2 作为陈述。

  • bool debug/gdscript/warnings/treat_warnings_as_errors

违约

如果 true ,将报告所有警告,如同它们是错误一样。

  • bool debug/gdscript/warnings/unassigned_variable

违约

如果 true ,在使用以前未分配的变量时启用警告。

  • bool debug/gdscript/warnings/unassigned_variable_op_assign

违约

如果 true ,在使用类似赋值运算符赋值变量时启用警告 += 如果以前没有分配变量。

  • bool debug/gdscript/warnings/unreachable_code

违约

如果 true ,在检测到无法访问的代码(例如在 return 将始终执行的语句)。

  • bool debug/gdscript/warnings/unsafe_call_argument

违约

如果 true ,在使用类型可能与所需函数参数不兼容的表达式时启用警告。

  • bool debug/gdscript/warnings/unsafe_cast

违约

如果 true ,在执行不安全的强制转换时启用警告。

  • bool debug/gdscript/warnings/unsafe_method_access

违约

如果 true ,在调用类的编译时不保证其存在的方法时启用警告。

  • bool debug/gdscript/warnings/unsafe_property_access

违约

如果 true ,在访问类中编译时不保证存在的属性时启用警告。

  • bool debug/gdscript/warnings/unused_argument

违约

如果 true ,在函数参数未使用时启用警告。

  • bool debug/gdscript/warnings/unused_class_variable

违约

如果 true ,在成员变量未使用时启用警告。

  • bool debug/gdscript/warnings/unused_signal

违约

如果 true ,在信号未使用时启用警告。

  • bool debug/gdscript/warnings/unused_variable

违约

如果 true ,当局部变量未使用时启用警告。

  • bool debug/gdscript/warnings/variable_conflicts_function

违约

如果 true ,当变量声明为与函数同名时启用警告。在将来的版本中,当gdscript中支持第一类函数时,这将变成一个错误。

  • bool debug/gdscript/warnings/void_assignment

违约

如果 true ,在分配返回的函数的结果时启用警告 void 变为变量。

  • String debug/settings/crash_handler/message

违约

“在https://github.com/godoengine/godot/issues上报告错误时,请包含此内容”

当引擎崩溃时,在回溯之前显示的消息。

  • int debug/settings/fps/force_fps

违约

0

  • int debug/settings/gdscript/max_call_stack

违约

1024

调试gdscript所允许的最大调用堆栈。

  • int debug/settings/profiler/max_functions

违约

16384

分析时每帧允许的最大函数量。

  • bool debug/settings/stdout/print_fps

违约

每秒打印帧到标准输出。

  • bool debug/settings/stdout/verbose_stdout

违约

运行时将更多信息打印到标准输出。它显示诸如内存泄漏、正在加载的场景和资源等信息。

  • int debug/settings/visual_script/max_call_stack

违约

1024

可视化脚本中的最大调用堆栈,以避免无限递归。

  • String display/mouse_cursor/custom_image

违约

鼠标光标的自定义图像(限制为256×256)。

  • Vector2 display/mouse_cursor/custom_image_hotspot

违约

矢量2(0,0)

自定义鼠标光标图像的热点。

  • Vector2 display/mouse_cursor/tooltip_position_offset

违约

矢量2(10,10)

工具提示相对于鼠标光标热点的位置偏移。

  • bool display/window/dpi/allow_hidpi

违约

如果 true ,允许在Windows和MacOS上显示hidpi。此设置对桌面Linux没有影响,因为那里不支持DPI感知回退。

  • bool display/window/energy_saving/keep_screen_on

违约

如果 true ,保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序不会接管。在桌面和移动平台上工作。

  • String display/window/handheld/orientation

违约

“横向”

移动设备上的默认方向。

  • bool display/window/per_pixel_transparency/allowed

违约

如果 true ,允许桌面窗口中的每像素透明度。这会影响性能,所以请继续 false 除非你需要。

  • bool display/window/per_pixel_transparency/enabled

违约

启动时将窗口背景设置为透明。

  • bool display/window/size/always_on_top

违约

强制窗口始终位于顶部。

  • bool display/window/size/borderless

违约

强制窗口无边界。

  • bool display/window/size/fullscreen

违约

启动时将窗口设置为全屏。

  • int display/window/size/height

违约

600

设置主窗口高度。在桌面上,这是默认窗口大小。启用时,拉伸模式设置也将其用作参考。

  • bool display/window/size/resizable

违约

默认情况下允许调整窗口大小。

  • int display/window/size/test_height

违约

0

如果大于零,则在从编辑器运行时对窗口使用不同的高度。主要用于测试拉伸模式。

  • int display/window/size/test_width

违约

0

如果大于零,则在从编辑器运行时对窗口使用不同的宽度。主要用于测试拉伸模式。

  • int display/window/size/width

违约

1024

设置主窗口宽度。在桌面平台上,这是默认窗口大小。启用时,拉伸模式设置也将其用作参考。

  • bool display/window/vsync/use_vsync

违约

如果 true ,启用垂直同步。这就消除了在移动场景中可能出现的撕裂,代价是较高的输入延迟和较低的帧速率。如果 false ,垂直同步将被禁用,但是,许多平台将强制执行垂直同步(例如移动平台和HTML5)。

  • bool editor/active

违约

内部编辑器设置,请勿触摸。

违约

PoolStringArray(“gd”,“shader”)。

  • int gui/common/default_scroll_deadzone

违约

0

  • bool gui/common/swap_ok_cancel

违约

如果 true ,交换Windows和UWP对话框中的“确定”和“取消”按钮以遵循接口约定。

违约

使用自定义主题资源,在此处设置其路径。

  • String gui/theme/custom_font

违约

使用自定义默认字体资源,在此处设置其路径。

  • bool gui/theme/use_hidpi

违约

如果 true ,确保使用的主题与hidpi一起使用。

  • int gui/timers/incremental_search_max_interval_msec

违约

2000

树、intemlist等控件中增量搜索的计时器设置(毫秒)。

  • float gui/timers/text_edit_idle_detect_sec

违约

3

在编辑器中检测空闲的计时器(秒)。

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"unicode":0,"echo":false,"script":null), Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777222,"unicode":0,"echo":false,"script":null), Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777230,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":true,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777229,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777236,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777235,"unicode":0,"echo":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null) ]}

违约

{"deadzone": 0.5,"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null), Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null) ]}

  • bool input_devices/pointing/emulate_mouse_from_touch

违约

如果 true ,在触摸屏上点击或滑动时发送鼠标输入事件。

  • bool input_devices/pointing/emulate_touch_from_mouse

违约

如果 true ,在单击或拖动鼠标时发送触摸输入事件。

  • String layer_names/2d_physics/layer_1

违约

  • String layer_names/2d_physics/layer_10

违约

  • String layer_names/2d_physics/layer_11

违约

  • String layer_names/2d_physics/layer_12

违约

  • String layer_names/2d_physics/layer_13

违约

  • String layer_names/2d_physics/layer_14

违约

  • String layer_names/2d_physics/layer_15

违约

  • String layer_names/2d_physics/layer_16

违约

  • String layer_names/2d_physics/layer_17

违约

  • String layer_names/2d_physics/layer_18

违约

  • String layer_names/2d_physics/layer_19

违约

  • String layer_names/2d_physics/layer_2

违约

  • String layer_names/2d_physics/layer_20

违约

  • String layer_names/2d_physics/layer_3

违约

  • String layer_names/2d_physics/layer_4

违约

  • String layer_names/2d_physics/layer_5

违约

  • String layer_names/2d_physics/layer_6

违约

  • String layer_names/2d_physics/layer_7

违约

  • String layer_names/2d_physics/layer_8

违约

  • String layer_names/2d_physics/layer_9

违约

  • String layer_names/2d_render/layer_1

违约

  • String layer_names/2d_render/layer_10

违约

  • String layer_names/2d_render/layer_11

违约

  • String layer_names/2d_render/layer_12

违约

  • String layer_names/2d_render/layer_13

违约

  • String layer_names/2d_render/layer_14

违约

  • String layer_names/2d_render/layer_15

违约

  • String layer_names/2d_render/layer_16

违约

  • String layer_names/2d_render/layer_17

违约

  • String layer_names/2d_render/layer_18

违约

  • String layer_names/2d_render/layer_19

违约

  • String layer_names/2d_render/layer_2

违约

  • String layer_names/2d_render/layer_20

违约

  • String layer_names/2d_render/layer_3

违约

  • String layer_names/2d_render/layer_4

违约

  • String layer_names/2d_render/layer_5

违约

  • String layer_names/2d_render/layer_6

违约

  • String layer_names/2d_render/layer_7

违约

  • String layer_names/2d_render/layer_8

违约

  • String layer_names/2d_render/layer_9

违约

  • String layer_names/3d_physics/layer_1

违约

  • String layer_names/3d_physics/layer_10

违约

  • String layer_names/3d_physics/layer_11

违约

  • String layer_names/3d_physics/layer_12

违约

  • String layer_names/3d_physics/layer_13

违约

  • String layer_names/3d_physics/layer_14

违约

  • String layer_names/3d_physics/layer_15

违约

  • String layer_names/3d_physics/layer_16

违约

  • String layer_names/3d_physics/layer_17

违约

  • String layer_names/3d_physics/layer_18

违约

  • String layer_names/3d_physics/layer_19

违约

  • String layer_names/3d_physics/layer_2

违约

  • String layer_names/3d_physics/layer_20

违约

  • String layer_names/3d_physics/layer_3

违约

  • String layer_names/3d_physics/layer_4

违约

  • String layer_names/3d_physics/layer_5

违约

  • String layer_names/3d_physics/layer_6

违约

  • String layer_names/3d_physics/layer_7

违约

  • String layer_names/3d_physics/layer_8

违约

  • String layer_names/3d_physics/layer_9

违约

  • String layer_names/3d_render/layer_1

违约

  • String layer_names/3d_render/layer_10

违约

  • String layer_names/3d_render/layer_11

违约

  • String layer_names/3d_render/layer_12

违约

  • String layer_names/3d_render/layer_13

违约

  • String layer_names/3d_render/layer_14

违约

  • String layer_names/3d_render/layer_15

违约

  • String layer_names/3d_render/layer_16

违约

  • String layer_names/3d_render/layer_17

违约

  • String layer_names/3d_render/layer_18

违约

  • String layer_names/3d_render/layer_19

违约

  • String layer_names/3d_render/layer_2

违约

  • String layer_names/3d_render/layer_20

违约

  • String layer_names/3d_render/layer_3

违约

  • String layer_names/3d_render/layer_4

违约

  • String layer_names/3d_render/layer_5

违约

  • String layer_names/3d_render/layer_6

违约

  • String layer_names/3d_render/layer_7

违约

  • String layer_names/3d_render/layer_8

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  • String layer_names/3d_render/layer_9

违约

违约

“恩”

如果给定语言中没有可用的翻译,则返回到的区域设置。如果留空, en 将使用(英语)。

违约

如果非空,则在从编辑器运行项目时将使用此区域设置。

  • bool logging/file_logging/enable_file_logging

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如果 true ,将所有输出记录到文件。

  • String logging/file_logging/log_path

违约

“用户:://logs/log.txt”

项目中日志的路径。使用 user:// 建议使用路径。

  • int logging/file_logging/max_log_files

违约

10

指定允许的最大日志文件数量(用于旋转)。

  • int memory/limits/message_queue/max_size_kb

违约

1024

godot使用消息队列延迟一些函数调用。如果上面的空间不足(您会看到一个错误),可以在这里增加大小。

  • int memory/limits/multithreaded_server/rid_pool_prealloc

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60

当在多线程模式(服务器和可视化)中使用时,服务器将使用此选项。RID是预先分配的,以避免在线程上挂起请求它们的服务器。如果在线程中加载资源时服务器太频繁地停滞,请增加这个数字。

  • int network/limits/debugger_stdout/max_chars_per_second

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2048

允许作为调试器输出发送的最大字符数。在这个值上,内容被删除。这有助于避免中断调试器连接。

  • int network/limits/debugger_stdout/max_errors_per_frame

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10

允许作为调试器输出发送的最大错误量。在这个值上,内容被删除。这有助于避免中断调试器连接。

  • int network/limits/debugger_stdout/max_messages_per_frame

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10

允许作为调试器输出发送的最大消息量。在这个值上,内容被删除。这有助于避免中断调试器连接。

  • int network/limits/packet_peer_stream/max_buffer_po2

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16

用于反序列化godot数据的数据包对等流的默认大小。在这个大小上,数据被丢弃。

  • int network/limits/tcp/connect_timeout_seconds

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30

  • int network/limits/websocket_client/max_in_buffer_kb

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64

  • int network/limits/websocket_client/max_in_packets

违约

1024

  • int network/limits/websocket_client/max_out_buffer_kb

违约

64

  • int network/limits/websocket_client/max_out_packets

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1024

  • int network/limits/websocket_server/max_in_buffer_kb

违约

64

  • int network/limits/websocket_server/max_in_packets

违约

1024

  • int network/limits/websocket_server/max_out_buffer_kb

违约

64

  • int network/limits/websocket_server/max_out_packets

违约

1024

  • int network/remote_fs/page_read_ahead

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4

远程文件系统使用的提前读取量。较高的值会降低延迟的影响,而代价是更高的带宽使用率。

  • int network/remote_fs/page_size

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65536

远程文件系统使用的页面大小(字节)。

  • int node/name_casing

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0

自动创建节点名称时,请设置此项目中的大小写类型。这主要是一个编辑器设置。

  • int node/name_num_separator

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0

用于分隔节点名和编号的内容。这主要是一个编辑器设置。

  • int physics/2d/default_gravity

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98

  • String physics/2d/physics_engine

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“默认”

  • int physics/2d/thread_model

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1

设置物理是在主线程上运行还是单独运行。在线程上运行服务器可以提高性能,但将API访问仅限于物理进程。

  • bool physics/3d/active_soft_world

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  • float physics/3d/default_gravity

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9.8

  • String physics/3d/physics_engine

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“默认”

设置要使用的物理引擎。

  • int physics/common/physics_fps

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60

物理中每秒使用的帧数。物理总是需要每秒固定的帧数。

  • float physics/common/physics_jitter_fix

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0.5

修正以改善物理抖动,特别是在刷新率不同于物理fps的监视器上。

  • Color rendering/environment/default_clear_color

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颜色(0.3、0.3、0.3、1)

默认背景清除颜色。可覆盖的每个 Viewport 利用其 Environment . 见 Environment.background_modeEnvironment.background_color 特别地。要以编程方式更改此默认颜色,请使用 VisualServer.set_default_clear_color .

  • int rendering/limits/buffers/blend_shape_max_buffer_size_kb

违约

4096

混合形状的最大缓冲区大小。任何大于此的混合形状都不起作用。

  • int rendering/limits/buffers/canvas_polygon_buffer_size_kb

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128

用于绘制多边形的最大缓冲区大小。任何大于此的多边形都不起作用。

  • int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

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128

用于绘制多边形的最大索引缓冲区大小。任何大于此的多边形都不起作用。

  • int rendering/limits/buffers/immediate_buffer_size_kb

违约

2048

用于绘制直接对象(即时测量节点)的最大缓冲区大小。使用超过此大小的节点将无法工作。

  • int rendering/limits/rendering/max_renderable_elements

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65536

帧中可渲染的元素的最大数量。如果每帧可见超过此值,则将删除这些值。请记住,元素指的是网格表面,而不是网格本身。

  • int rendering/limits/rendering/max_renderable_lights

违约

4096

帧中可渲染的最大灯光数。如果使用的数字超过此,则将忽略这些数字。在某些系统(特别是Web)上,将该值设置为尽可能低的值可以提高着色器编译的速度。

  • int rendering/limits/rendering/max_renderable_reflections

违约

1024

帧中可渲染的反射探头的最大数目。如果使用的数字超过此,则将忽略这些数字。在某些系统(特别是Web)上,将该值设置为尽可能低的值可以提高着色器编译的速度。

  • float rendering/limits/time/time_rollover_secs

违约

3600

明暗器有一个不断增加的时间变量。在某一点上,需要将其回滚到零,以避免在明暗器动画上出现精度错误。此设置指定时间(秒)。

  • bool rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround

违约

一些Nvidia GPU驱动程序有一个bug,它为 draw_rect 方法,尤其是在 TileMap . 参照 GitHub issue 9913 有关详细信息。

如果 true ,此选项为此类NVIDIA GPU启用“安全”代码路径,但会牺牲性能。此选项只影响gles2渲染后端(因此,如果使用gles3,bug将保留),并且只影响桌面平台。

  • bool rendering/quality/2d/use_pixel_snap

违约

如果 true ,在二维渲染中强制将多边形捕捉到像素。可能有助于一些像素艺术风格。

  • String rendering/quality/depth_prepass/disable_for_vendors

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“PowerVR、马里、阿德里诺、苹果”

对一些GPU供应商(通常是移动的)禁用深度预传递,因为他们的体系结构已经这样做了。

  • bool rendering/quality/depth_prepass/enable

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如果 true ,在渲染材质之前执行上一次深度传递。当使用复杂的材质和光源时,这会提高具有高透支的场景的性能。

  • int rendering/quality/directional_shadow/size

违约

4096

方向阴影的大小(像素)。较高的值将导致更清晰的阴影,以牺牲性能为代价。

  • int rendering/quality/directional_shadow/size.mobile

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2048

  • String rendering/quality/driver/driver_name

违约

“欢乐3”

要使用的视频驱动程序(“gles2”或“gles3”)。

注: 使用中的后端可以在运行时通过 --video-driver 命令行参数,或 rendering/quality/driver/fallback_to_gles2 如果目标系统不支持gles3,则返回gles2。在这种情况下,此属性不会更新,因此请使用 OS.get_current_video_driver 在运行时查询。

  • bool rendering/quality/driver/fallback_to_gles2

违约

如果 true 如果不支持gles3驱动程序,则允许回退到gles2驱动程序。

注: 这两个视频驱动程序并不是互相替换的,因此为gles3设计的游戏在返回gles2时可能无法正常工作。尤其是,gles3后端的一些功能在gles2中不可用。启用此设置还意味着ETC和ETC2 VRAM压缩纹理将导出到Android和iOS上,从而增加数据包的大小。

  • int rendering/quality/filters/anisotropic_filter_level

违约

4

用于启用各向异性的纹理的最大各向异性过滤级别。较高的值将导致从倾斜角度观看时纹理更清晰,但会牺牲性能。只有两个值的幂才有效(2、4、8、16)。

  • bool rendering/quality/filters/use_nearest_mipmap_filter

违约

如果 true ,使用mipmap时使用最近邻mipmap过滤(也称为“双线性过滤”),这将导致mipmap阶段之间出现可见接缝。随着内存带宽的减少,这可能会提高移动设备的性能。如果 false ,使用线性mipmap过滤(也称为“三线过滤”)。

  • int rendering/quality/intended_usage/framebuffer_allocation

违约

2

用于帧缓冲区分配的策略。它越简单,使用的资源就越少(但它支持的功能就越少)。

  • int rendering/quality/intended_usage/framebuffer_allocation.mobile

违约

3

  • bool rendering/quality/reflections/high_quality_ggx

违约

如果 true ,使用大量样本创建反射探测器和全景背景(天空)的模糊变体。这些模糊的变体被粗糙的材料所使用。

  • bool rendering/quality/reflections/high_quality_ggx.mobile

违约

  • bool rendering/quality/reflections/texture_array_reflections

违约

如果 true ,使用纹理数组代替mipmap用于反射探测和全景背景(天空)。这可以减少反射上的抖动噪声,但需要更多的性能和内存。

  • bool rendering/quality/reflections/texture_array_reflections.mobile

违约

  • bool rendering/quality/shading/force_blinn_over_ggx

违约

如果 true ,使用更快但质量较低的Blinn模型生成模糊反射,而不是GGX模型。

  • bool rendering/quality/shading/force_blinn_over_ggx.mobile

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  • bool rendering/quality/shading/force_lambert_over_burley

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如果 true ,使用更快但质量较低的兰伯特材料照明模型,而不是伯利。

  • bool rendering/quality/shading/force_lambert_over_burley.mobile

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  • bool rendering/quality/shading/force_vertex_shading

违约

如果 true ,强制所有渲染的顶点着色。这可以大大提高性能,但也会大大降低质量。可用于优化低端移动设备的性能。

  • bool rendering/quality/shading/force_vertex_shading.mobile

违约

  • int rendering/quality/shadow_atlas/quadrant_0_subdiv

违约

1

阴影映射的细分象限大小。请参见阴影映射文档。

  • int rendering/quality/shadow_atlas/quadrant_1_subdiv

违约

2

阴影映射的细分象限大小。请参见阴影映射文档。

  • int rendering/quality/shadow_atlas/quadrant_2_subdiv

违约

3

阴影映射的细分象限大小。请参见阴影映射文档。

  • int rendering/quality/shadow_atlas/quadrant_3_subdiv

违约

4

阴影映射的细分象限大小。请参见阴影映射文档。

  • int rendering/quality/shadow_atlas/size

违约

4096

阴影图集的大小(用于泛光灯和聚光灯)。参见文档。

  • int rendering/quality/shadow_atlas/size.mobile

违约

2048

  • int rendering/quality/shadows/filter_mode

违约

1

阴影过滤模式。较高的质量设置会使阴影更平滑,移动时闪烁更少。”“禁用”是最快的选项,但质量也最低。PCF5“更平滑,但也更慢。”PCF13“是最平滑的选项,但也是最慢的选项。

  • int rendering/quality/shadows/filter_mode.mobile

违约

0

  • bool rendering/quality/subsurface_scattering/follow_surface

违约

提高次表面散射的质量,但成本显著增加。

  • int rendering/quality/subsurface_scattering/quality

违约

1

地下散堆的质量设置(取样)。

  • int rendering/quality/subsurface_scattering/scale

违约

1.0

  • bool rendering/quality/subsurface_scattering/weight_samples

违约

对次表面散射样品进行称重。有助于避免从屏幕的无关部分读取样本。

  • bool rendering/quality/voxel_cone_tracing/high_quality

违约

使用高质量体素锥体跟踪。这会产生更好的反射效果,但在GPU上要昂贵得多。

  • int rendering/threads/thread_model

违约

1

用于呈现的线程模型。在线程上渲染可以极大地提高性能,但与主线程同步可能会导致更大的抖动。

  • bool rendering/vram_compression/import_bptc

违约

如果 true ,纹理导入器将使用BPTC算法导入VRAM压缩的纹理。此纹理压缩算法仅在桌面平台上受支持,并且仅在使用gles3渲染器时受支持。

  • bool rendering/vram_compression/import_etc

违约

如果 true ,纹理导入程序将使用Ericsson纹理压缩算法导入VRAM压缩的纹理。该算法不支持纹理中的alpha通道。

  • bool rendering/vram_compression/import_etc2

违约

如果 true ,纹理导入程序将使用Ericsson纹理压缩2算法导入VRAM压缩的纹理。只有在使用gles3渲染器时才支持此纹理压缩算法。

  • bool rendering/vram_compression/import_pvrtc

违约

如果 true ,纹理导入程序将使用powervr纹理压缩算法导入VRAM压缩的纹理。此纹理压缩算法仅在iOS上受支持。

  • bool rendering/vram_compression/import_s3tc

违约

如果 true ,纹理导入器将使用S3纹理压缩算法导入VRAM压缩的纹理。此算法仅在桌面平台和控制台上受支持。

方法说明

向属性添加自定义属性信息。字典必须包含:name::ref:string<class_string>(属性的名称)和type::ref:int<class_int>(请参见 TYPE_* 在里面 @GlobalScope )和可选提示::ref:int<class_int>`(请参见 ``PROPERTY_HINT_*` 在里面 @GlobalScope ,提示“string::ref:`string<class_string>”。

例子:

ProjectSettings.set("category/property_name", 0)

var property_info = {
    "name": "category/property_name",
    "type": TYPE_INT,
    "hint": PROPERTY_HINT_ENUM,
    "hint_string": "one,two,three"
}

ProjectSettings.add_property_info(property_info)

清除整个配置(不推荐,可能会破坏内容)。

返回配置值的顺序(保存到配置文件时影响)。

转换本地化路径 (res:// )到完整的本机操作系统路径。

返回 true 如果存在配置值。

加载由指定的.pck或.zip文件的内容 pack 进入资源文件系统 (res:// )退换商品 true 论成功。

注: 如果文件来自 pack 与资源文件系统中已有的文件共享相同的路径,任何加载该文件的尝试都将使用 pack .

将路径转换为本地化路径 (res:// 路径)。

返回 true 如果指定的属性存在,并且其初始值与当前值不同。

返回指定属性的初始值。退换商品 null 如果属性不存在。

将配置保存到 project.godot 文件。

将配置保存到自定义文件。

  • void set_order ( String name, int position )

设置配置值的顺序(保存到配置文件时影响)。