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Overhaul Project Settings page #10282

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136 changes: 129 additions & 7 deletions tutorials/editor/project_settings.rst
Original file line number Diff line number Diff line change
@@ -1,16 +1,138 @@
:article_outdated: True

.. _doc_project_settings:

Project Settings
================

This page explains how to use the Project Settings window. If you would like to access and modify project settings via code, see :ref:`ProjectSettings <class_ProjectSettings>`.
There are dozens of settings you can change to control a project's execution,
including physics, rendering, and windowing settings. These settings can be
changed from the **Project Settings** window, from code, or by manually editing
the ``project.godot`` file. You can see a full list of settings in the
:ref:`ProjectSettings <class_ProjectSettings>` class.

Internally, Godot stores the settings for a project in a ``project.godot`` file,
a plain text file in INI format. While this is human-readable and version control
friendly, it's not the most convenient to edit. For that reason, the
**Project Settings** window is available to edit these settings. To open the
Project Settings, select **Project > Project Settings** from the main menu.

.. figure:: img/project_settings_basic.webp
:align: center

The Project Settings window

The **Project Settings** window is mainly used to change settings in the
**General** tab. Additionally, there are tabs for the
:ref:`Input Map <doc_input_examples_input_map>`,
:ref:`Localization <doc_internationalizing_games>`,
:ref:`Globals <doc_singletons_autoload>`,
:ref:`Plugins <doc_installing_plugins_enabling_a_plugin>`, and
**Import Defaults**. Usage of these other tabs is documented elsewhere.

Changing project settings
-------------------------

The **General** tab of the project settings window works much like the inspector.
It displays a list of project settings which you can change, just like inspector
properties. There is a list of categories on the left, which you can use to select
related groups of settings. You can also search for a specific setting with the
**Filter Settings** field.

Each setting has a default value. Settings can be reset to their default values
by clicking the circular arrow **Reset** button next to each property.

Changing project settings from code
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You can use :ref:`set_setting() <class_ProjectSettings_method_set_setting>` to
change a setting's value from code:

.. tabs::
.. code-tab:: gdscript GDScript

ProjectSettings.set_setting("application/run/max_fps", 60)
ProjectSettings.set_setting("display/window/size/mode", DisplayServer.WINDOW_MODE_WINDOWED)
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For the set of example project settings used throughout the page, I picked these two because:

  • I know them reasonably well
  • They both need runtime duplicates, in different classes
  • They have different types (int and enum) which is mildly instructive especially for the C# examples
  • They are reasonably common

I'm open to suggestions for alternate project settings to use as examples. We can also add a third example if there is a good string example to use.


.. code-tab:: csharp

ProjectSettings.SetSetting("application/run/max_fps", 60);
ProjectSettings.SetSetting("display/window/size/mode", (int)DisplayServer.WindowMode.Windowed);

However, many project settings are only read once when the game starts. After
that, changing the setting with ``set_setting()`` will have no effect. Instead,
most settings have a corresponding property or method on a runtime class like
:ref:`Engine <class_Engine>` or :ref:`DisplayServer <class_DisplayServer>`:

.. tabs::
.. code-tab:: gdscript GDScript

Engine.max_fps = 60
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)

.. code-tab:: csharp

Engine.MaxFps = 60;
DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);

In general, project settings are duplicated at runtime in the
:ref:`Engine <class_Engine>`, :ref:`PhysicsServer2D <class_PhysicsServer2D>`,
:ref:`PhysicsServer3D <class_PhysicsServer3D>`,
:ref:`RenderingServer <class_RenderingServer>`,
:ref:`Viewport <class_Viewport>`, or :ref:`Window <class_Window>` classes. In the
:ref:`ProjectSettings <class_ProjectSettings>` class reference, settings
links to their equivalent runtime property or method.
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This was originally "each project setting links to its runtime equivalent" but that's not true until #9944 is done...


Reading project settings
------------------------

You can read project settings with
:ref:`get_setting() <class_ProjectSettings_method_get_setting>` or
:ref:`get_setting_with_override() <class_ProjectSettings_method_get_setting_with_override>`:

.. tabs::
.. code-tab:: gdscript GDScript

var max_fps = ProjectSettings.get_setting("application/run/max_fps")
var window_mode = ProjectSettings.get_setting("display/window/size/mode")

.. code-tab:: csharp

int maxFps = (int)ProjectSettings.GetSetting("application/run/max_fps");
var windowMode = (DisplayServer.WindowMode)(int)ProjectSettings.GetSetting("display/window/size/mode");

Since many project settings are only read once at startup, the value in the
project settings may no longer be accurate. In these cases, it's better to read
the value from the runtime equivalent property or method:

.. tabs::
.. code-tab:: gdscript GDScript

var max_fps = Engine.max_fps
var window_mode = DisplayServer.window_get_mode()

.. code-tab:: csharp

int maxFps = Engine.MaxFps;
DisplayServer.WindowMode windowMode = DisplayServer.WindowGetMode();

Manually editing project.godot
------------------------------

You can open the ``project.godot`` file using a text editor and manually
change project settings. Note that if the ``project.godot`` file does not have a
stored value for a particular setting, it is implicitly the default value of
that setting. This means that if you are are manually editing the file, you may
have to write in both the setting name *and* the value.

In general, it is recommended to use the Project Settings window rather than
manually edit ``project.godot``.

Godot stores the project settings in a project.godot file, a plain text file in INI format. There are dozens of settings you can change to control a project's execution. To simplify this process, Godot provides a project settings dialog, which acts as a front-end to editing a project.godot file.
Advanced project settings
-------------------------

To access that dialog, select Project -> Project Settings.
.. figure:: img/project_settings_advanced.webp
:align: center

Once the window opens, let's select a main scene. Locate the `Application/Run/Main Scene` property and click on it to select 'hello.tscn'.
The advanced project settings

The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick appears to the left of its name. This means that the property will be saved in the project.godot file and remembered.
By default, only some project settings are shown. To see all the project
settings, enable the **Advanced Settings** toggle.
2 changes: 2 additions & 0 deletions tutorials/inputs/input_examples.rst
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Expand Up @@ -149,6 +149,8 @@ avoid this, make sure to test the event type first:
}
}

.. _doc_input_examples_input_map:

InputMap
--------

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2 changes: 2 additions & 0 deletions tutorials/plugins/editor/installing_plugins.rst
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,8 @@ plugin's ``addons/`` folder into your project folder to merge the new folder
contents with the existing one. Your file manager may ask you whether to write
into the folder; answer **Yes**. No files will be overwritten in the process.

.. _doc_installing_plugins_enabling_a_plugin:

Enabling a plugin
~~~~~~~~~~~~~~~~~

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