Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

Project Settings

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 ProjectSettings class.

Internally, Redot 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.

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The Project Settings window

The Project Settings window is mainly used to change settings in the General tab. Additionally, there are tabs for the Input Map, Localization, Globals, Plugins, 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 set_setting() to change a setting's value from code:

ProjectSettings.set_setting("application/run/max_fps", 60)
ProjectSettings.set_setting("display/window/size/mode", DisplayServer.WINDOW_MODE_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 Engine or DisplayServer:

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

In general, project settings are duplicated at runtime in the Engine, PhysicsServer2D, PhysicsServer3D, RenderingServer, Viewport, or Window classes. In the ProjectSettings class reference, settings links to their equivalent runtime property or method.

Reading project settings

You can read project settings with get_setting() or get_setting_with_override():

var max_fps = ProjectSettings.get_setting("application/run/max_fps")
var window_mode = ProjectSettings.get_setting("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:

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

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.

Advanced project settings

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The advanced project settings

By default, only some project settings are shown. To see all the project settings, enable the Advanced Settings toggle.