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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "Spatial",
"class": "BatchedMeshInstance",
"language": "NativeScript",
"path": "res://addons/3d_batcher/batched_mesh_instance.gdns"
}, {
"base": "Node",
"class": "BatchedMeshManager",
"language": "NativeScript",
"path": "res://addons/3d_batcher/batched_mesh_manager.gdns"
} ]
_global_script_class_icons={
"BatchedMeshInstance": "",
"BatchedMeshManager": ""
}
[application]
config/name="Rapier3D"
config/description="Rapier3D physics for Godot"
run/main_scene="res://benchmark/benchmark.tscn"
[autoload]
BatchedMeshManager="*res://addons/3d_batcher/batched_mesh_manager.gdns"
[editor_plugins]
enabled=PoolStringArray( "3d_batcher" )
[gdnative]
singletons=[ ]
[input]
advance_simulation={
"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)
]
}
[physics]
3d/physics_engine="Custom"
3d/active_soft_world=false
3d/custom_library_path="res://addons/rapier3d/rapier3d.gdnlib"
common/enable_object_picking=false
[rendering]
environment/default_environment="res://default_env.tres"