feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
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5459 changed files with 1128836 additions and 198305 deletions
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@ -10,6 +10,7 @@
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[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
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</description>
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<tutorials>
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<link title="Project Settings">$DOCS_URL/tutorials/editor/project_settings.html</link>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/2747</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>
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<link title="Operating System Testing Demo">https://godotengine.org/asset-library/asset/2789</link>
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@ -23,7 +24,6 @@
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- [code]"name"[/code]: [String] (the property's name)
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- [code]"type"[/code]: [int] (see [enum Variant.Type])
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- optionally [code]"hint"[/code]: [int] (see [enum PropertyHint]) and [code]"hint_string"[/code]: [String]
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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ProjectSettings.set("category/property_name", 0)
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@ -85,7 +85,6 @@
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<param index="1" name="default_value" type="Variant" default="null" />
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<description>
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Returns the value of the setting identified by [param name]. If the setting doesn't exist and [param default_value] is specified, the value of [param default_value] is returned. Otherwise, [code]null[/code] is returned.
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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print(ProjectSettings.get_setting("application/config/name"))
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@ -104,8 +103,7 @@
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<param index="0" name="name" type="StringName" />
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<description>
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Similar to [method get_setting], but applies feature tag overrides if any exists and is valid.
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[b]Example:[/b]
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If the following setting override exists "application/config/name.windows", and the following code is executed:
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[b]Example:[/b] If the setting override [code]"application/config/name.windows"[/code] exists, and the following code is executed on a [i]Windows[/i] operating system, the overridden setting is printed instead:
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[codeblocks]
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[gdscript]
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print(ProjectSettings.get_setting_with_override("application/config/name"))
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@ -114,7 +112,6 @@
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GD.Print(ProjectSettings.GetSettingWithOverride("application/config/name"));
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[/csharp]
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[/codeblocks]
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Then the overridden setting will be returned instead if the project is running on the [i]Windows[/i] operating system.
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</description>
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</method>
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<method name="globalize_path" qualifiers="const">
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@ -154,6 +151,7 @@
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Loads the contents of the .pck or .zip file specified by [param pack] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
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[b]Note:[/b] If a file from [param pack] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [param pack] unless [param replace_files] is set to [code]false[/code].
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[b]Note:[/b] The optional [param offset] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
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[b]Note:[/b] [DirAccess] will not show changes made to the contents of [code]res://[/code] after calling this function.
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</description>
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</method>
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<method name="localize_path" qualifiers="const">
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@ -224,7 +222,6 @@
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<param index="1" name="value" type="Variant" />
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<description>
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Sets the value of a setting.
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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ProjectSettings.set_setting("application/config/name", "Example")
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@ -319,11 +316,11 @@
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</member>
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<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
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If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout].
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Changes to this setting will only be applied upon restarting the application.
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Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_error_messages].
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</member>
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<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
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If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. See also [member application/run/disable_stderr].
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Changes to this setting will only be applied upon restarting the application.
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Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_to_stdout].
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</member>
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<member name="application/run/enable_alt_space_menu" type="bool" setter="" getter="" default="false">
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If [code]true[/code], allows the [kbd]Alt + Space[/kbd] keys to display the window menu. This menu allows the user to perform various window management operations such as moving, resizing, or minimizing the window.
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@ -381,6 +378,7 @@
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<member name="audio/driver/driver" type="String" setter="" getter="">
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Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
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The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
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To query the value that is being used at run-time (which may be overridden by command-line arguments or headless mode), use [method AudioServer.get_driver_name].
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[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
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</member>
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<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
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@ -388,7 +386,9 @@
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[b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
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</member>
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<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
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The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
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Target mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
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[b]Note:[/b] On iOS and macOS, mixing rate is determined by audio driver, this value is ignored.
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[b]Note:[/b] Input and output mixing rates might be different. Use [method AudioServer.get_mix_rate] and [method AudioServer.get_input_mix_rate] to get actual values.
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</member>
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<member name="audio/driver/mix_rate.web" type="int" setter="" getter="" default="0">
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Safer override for [member audio/driver/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
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@ -472,10 +472,10 @@
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If the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled.
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</member>
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<member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to false.
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]false[/code].
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</member>
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<member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true.
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]true[/code].
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</member>
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<member name="debug/gdscript/warnings/confusable_capture_reassignment" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
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@ -533,6 +533,9 @@
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<member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
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</member>
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<member name="debug/gdscript/warnings/missing_tool" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the base class script has the [code]@tool[/code] annotation, but the current class script does not have it.
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</member>
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<member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
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</member>
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@ -551,7 +554,7 @@
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<member name="debug/gdscript/warnings/redundant_static_unload" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@static_unload[/code] annotation is used in a script without any static variables.
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</member>
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<member name="debug/gdscript/warnings/renamed_in_godot_4_hint" type="bool" setter="" getter="" default="1">
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<member name="debug/gdscript/warnings/renamed_in_godot_4_hint" type="bool" setter="" getter="" default="true">
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When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
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</member>
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<member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0">
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@ -561,10 +564,10 @@
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
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</member>
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<member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable that would shadow a member variable that the class defines.
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in the current class.
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</member>
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<member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or subclass member variable that would shadow a variable that is inherited from a parent class.
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in a base class.
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</member>
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<member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1">
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When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that may have no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
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@ -630,6 +633,10 @@
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<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
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Maximum call stack allowed for debugging GDScript.
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</member>
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<member name="debug/settings/physics_interpolation/enable_warnings" type="bool" setter="" getter="" default="true">
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If [code]true[/code], enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.
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When a node is being interpolated, it is essential that the transform is set during [method Node._physics_process] (during a physics tick) rather than [method Node._process] (during a frame).
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</member>
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<member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384">
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Maximum number of functions per frame allowed when profiling.
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</member>
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@ -814,8 +821,16 @@
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<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
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If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
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</member>
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<member name="display/window/energy_saving/keep_screen_on.editor_hint" type="bool" setter="" getter="" default="false">
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Editor-only override for [member display/window/energy_saving/keep_screen_on]. Does not affect running project.
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<member name="display/window/frame_pacing/android/enable_frame_pacing" type="bool" setter="" getter="" default="true">
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Enable Swappy for stable frame pacing on Android. Highly recommended.
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[b]Note:[/b] This option will be forced off when using OpenXR.
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</member>
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<member name="display/window/frame_pacing/android/swappy_mode" type="int" setter="" getter="" default="2">
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Swappy mode to use. The options are:
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- pipeline_forced_on: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as Desktop PC.
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- auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
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- auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes < 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
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[b]Note:[/b] If [member Engine.max_fps] is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
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</member>
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<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
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The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
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@ -866,6 +881,7 @@
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</member>
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<member name="display/window/size/mode" type="int" setter="" getter="" default="0">
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Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves.
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[b]Note:[/b] Game embedding is available only in the "Windowed" mode.
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</member>
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<member name="display/window/size/no_focus" type="bool" setter="" getter="" default="false">
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Main window can't be focused. No-focus window will ignore all input, except mouse clicks.
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@ -876,6 +892,10 @@
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[b]Note:[/b] Certain window managers can be configured to ignore the non-resizable status of a window. Do not rely on this setting as a guarantee that the window will [i]never[/i] be resizable.
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[b]Note:[/b] This setting is ignored on iOS.
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</member>
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<member name="display/window/size/sharp_corners" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the main window uses sharp corners by default.
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[b]Note:[/b] This property is implemented only on Windows (11).
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</member>
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<member name="display/window/size/transparent" type="bool" setter="" getter="" default="false">
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If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background].
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[b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].
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prime-run %command%
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[/codeblock]
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</member>
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<member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray("gd", "gdshader")">
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<member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="">
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Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
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</member>
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<member name="editor/script/templates_search_path" type="String" setter="" getter="" default=""res://script_templates"">
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macOS specific override for the shortcut to select the word currently under the caret.
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</member>
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<member name="input/ui_text_skip_selection_for_next_occurrence" type="Dictionary" setter="" getter="">
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If no selection is currently active with the last caret in text fields, searches for the next occurrence of the the word currently under the caret and moves the caret to the next occurrence. The action can be performed sequentially for other occurrences of the word under the last caret.
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If no selection is currently active with the last caret in text fields, searches for the next occurrence of the word currently under the caret and moves the caret to the next occurrence. The action can be performed sequentially for other occurrences of the word under the last caret.
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If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret, selects the next occurrence then deselects the previous selection and its associated caret. The action can be performed sequentially for other occurrences of the selection of the last caret.
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The viewport is adjusted to the latest newly added caret.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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Default [InputEventAction] to undo the most recent action.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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<member name="input/ui_unicode_start" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to start Unicode character hexadecimal code input in a text field.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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</member>
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<member name="input/ui_up" type="Dictionary" setter="" getter="">
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Default [InputEventAction] to move up in the UI.
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[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
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<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
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Specifies the tablet driver to use. If left empty, the default driver will be used.
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[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
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[b]Note:[/b] Use [method DisplayServer.tablet_set_current_driver] to switch tablet driver in runtime.
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</member>
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<member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
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Override for [member input_devices/pen_tablet/driver] on Windows.
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Override for [member input_devices/pen_tablet/driver] on Windows. Supported values are:
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- [code]auto[/code] (default), uses [code]wintab[/code] if Windows Ink is disabled in the Wacom Tablet Properties or system settings, [code]winink[/code] otherwise.
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- [code]winink[/code], uses Windows native "Windows Ink" driver.
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- [code]wintab[/code], uses Wacom "WinTab" driver.
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- [code]dummy[/code], tablet input is disabled.
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</member>
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<member name="input_devices/pointing/android/enable_long_press_as_right_click" type="bool" setter="" getter="" default="false">
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If [code]true[/code], long press events on an Android touchscreen are transformed into right click events.
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@ -1424,16 +1453,30 @@
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<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
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If [code]true[/code], sends touch input events when clicking or dragging the mouse.
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</member>
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<member name="input_devices/sensors/enable_accelerometer" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the accelerometer sensor is enabled and [method Input.get_accelerometer] returns valid data.
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</member>
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<member name="input_devices/sensors/enable_gravity" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the gravity sensor is enabled and [method Input.get_gravity] returns valid data.
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</member>
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<member name="input_devices/sensors/enable_gyroscope" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the gyroscope sensor is enabled and [method Input.get_gyroscope] returns valid data.
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</member>
|
||||
<member name="input_devices/sensors/enable_magnetometer" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the magnetometer sensor is enabled and [method Input.get_magnetometer] returns valid data.
|
||||
</member>
|
||||
<member name="internationalization/locale/fallback" type="String" setter="" getter="" default=""en"">
|
||||
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
|
||||
[b]Note:[/b] Not to be confused with [TextServerFallback].
|
||||
</member>
|
||||
<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
|
||||
[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
|
||||
[b]Note:[/b] "Fallback" text server does not use additional data.
|
||||
[b]Note:[/b] [TextServerFallback] does not use additional data.
|
||||
</member>
|
||||
<member name="internationalization/locale/test" type="String" setter="" getter="" default="""">
|
||||
If non-empty, this locale will be used when running the project from the editor.
|
||||
If non-empty, this locale will be used instead of the automatically detected system locale.
|
||||
[b]Note:[/b] This setting also applies to the exported project. To only affect testing within the editor, override this setting with an [code]editor[/code] [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tag[/url] for localization testing purposes.
|
||||
</member>
|
||||
<member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false">
|
||||
Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
|
||||
|
|
@ -1442,7 +1485,7 @@
|
|||
The expansion ratio to use during pseudolocalization. A value of [code]0.3[/code] is sufficient for most practical purposes, and will increase the length of each string by 30%.
|
||||
</member>
|
||||
<member name="internationalization/pseudolocalization/fake_bidi" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], emulate bidirectional (right-to-left) text when pseudolocalization is enabled. This can be used to spot issues with RTL layout and UI mirroring that will crop up if the project is localized to RTL languages such as Arabic or Hebrew.
|
||||
If [code]true[/code], emulate bidirectional (right-to-left) text when pseudolocalization is enabled. This can be used to spot issues with RTL layout and UI mirroring that will crop up if the project is localized to RTL languages such as Arabic or Hebrew. See also [member internationalization/rendering/force_right_to_left_layout_direction].
|
||||
</member>
|
||||
<member name="internationalization/pseudolocalization/override" type="bool" setter="" getter="" default="false">
|
||||
Replace all characters in the string with [code]*[/code]. Useful for finding non-localizable strings.
|
||||
|
|
@ -1464,7 +1507,7 @@
|
|||
[b]Note:[/b] This property is only read when the project starts. To toggle pseudolocalization at run-time, use [member TranslationServer.pseudolocalization_enabled] instead.
|
||||
</member>
|
||||
<member name="internationalization/rendering/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false">
|
||||
Force layout direction and text writing direction to RTL for all controls.
|
||||
Force layout direction and text writing direction to RTL for all controls, even if the current locale is intended to use a left-to-right layout and text writing direction. This should be enabled for testing purposes only. See also [member internationalization/pseudolocalization/fake_bidi].
|
||||
</member>
|
||||
<member name="internationalization/rendering/root_node_auto_translate" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], root node will use [constant Node.AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node.AUTO_TRANSLATE_MODE_DISABLED] will be used.
|
||||
|
|
@ -1475,7 +1518,7 @@
|
|||
</member>
|
||||
<member name="internationalization/rendering/text_driver" type="String" setter="" getter="" default="""">
|
||||
Specifies the [TextServer] to use. If left empty, the default will be used.
|
||||
"ICU / HarfBuzz / Graphite" is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc.). The "Fallback" text driver does not support right-to-left typesetting and complex scripts.
|
||||
"ICU / HarfBuzz / Graphite" ([TextServerAdvanced]) is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc.). The "Fallback" text driver ([TextServerFallback]) does not support right-to-left typesetting and complex scripts.
|
||||
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
|
||||
[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
|
||||
</member>
|
||||
|
|
@ -2130,6 +2173,12 @@
|
|||
<member name="navigation/baking/use_crash_prevention_checks" type="bool" setter="" getter="" default="true">
|
||||
If enabled, and baking would potentially lead to an engine crash, the baking will be interrupted and an error message with explanation will be raised.
|
||||
</member>
|
||||
<member name="navigation/pathfinding/max_threads" type="int" setter="" getter="" default="4">
|
||||
Maximum number of threads that can run pathfinding queries simultaneously on the same pathfinding graph, for example the same navigation map. Additional threads increase memory consumption and synchronization time due to the need for extra data copies prepared for each thread. A value of [code]-1[/code] means unlimited and the maximum available OS processor count is used. Defaults to [code]1[/code] when the OS does not support threads.
|
||||
</member>
|
||||
<member name="navigation/world/map_use_async_iterations" type="bool" setter="" getter="" default="true">
|
||||
If enabled, navigation map synchronization uses an async process that runs on a background thread. This avoids stalling the main thread but adds an additional delay to any navigation map change.
|
||||
</member>
|
||||
<member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768">
|
||||
Maximum number of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
|
||||
</member>
|
||||
|
|
@ -2155,6 +2204,11 @@
|
|||
The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
|
||||
If in doubt, leave this setting empty.
|
||||
</member>
|
||||
<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enable TLSv1.3 negotiation.
|
||||
[b]Note:[/b] This is experimental, and may cause connections to fail in some cases (notably, if the remote server uses TLS handshake fragmentation).
|
||||
[b]Note:[/b] 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.
|
||||
</member>
|
||||
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
|
||||
The default rotational motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
|
||||
Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration.
|
||||
|
|
@ -2199,7 +2253,10 @@
|
|||
</member>
|
||||
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
|
||||
Sets which physics engine to use for 2D physics.
|
||||
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
|
||||
[b]DEFAULT[/b] is currently equivalent to [b]GodotPhysics2D[/b], but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
|
||||
[b]GodotPhysics2D[/b] is Godot's internal 2D physics engine.
|
||||
[b]Dummy[/b] is a 2D physics server that does nothing and returns only dummy values, effectively disabling all 2D physics functionality.
|
||||
Third-party extensions and modules can add other physics engines to select with this setting.
|
||||
</member>
|
||||
<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
|
||||
|
|
@ -2277,10 +2334,15 @@
|
|||
</member>
|
||||
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
|
||||
Sets which physics engine to use for 3D physics.
|
||||
"DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented.
|
||||
[b]DEFAULT[/b] is currently equivalent to [b]GodotPhysics3D[/b], but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
|
||||
[b]GodotPhysics3D[/b] is Godot's internal 3D physics engine.
|
||||
[b]Jolt Physics[/b] is an alternative physics engine that is generally faster and more reliable than [b]GodotPhysics3D[/b]. As it was recently implemented, it is currently considered experimental and its behavior may change in future releases.
|
||||
[b]Dummy[/b] is a 3D physics server that does nothing and returns only dummy values, effectively disabling all 3D physics functionality.
|
||||
Third-party extensions and modules can add other physics engines to select with this setting.
|
||||
</member>
|
||||
<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
|
||||
[b]Note:[/b] When [member physics/3d/physics_engine] is set to [code]Jolt Physics[/code], enabling this setting will prevent the 3D physics server from being able to provide any context when reporting errors and warnings, and will instead always refer to nodes as [code]<unknown>[/code].
|
||||
</member>
|
||||
<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
|
||||
Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
|
||||
|
|
@ -2318,11 +2380,11 @@
|
|||
If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [member Node.physics_interpolation_mode] and [method Node.reset_physics_interpolation].
|
||||
[b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
|
||||
[b]Note:[/b] This property is only read when the project starts. To toggle physics interpolation at runtime, set [member SceneTree.physics_interpolation] instead.
|
||||
[b]Note:[/b] This feature is currently only implemented in the 2D renderer.
|
||||
</member>
|
||||
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
|
||||
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
|
||||
[b]Note:[/b] When using a physics interpolation solution (such as enabling [member physics/common/physics_interpolation] or using a custom solution), the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
|
||||
[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
|
||||
[b]Note:[/b] When using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] instead.
|
||||
</member>
|
||||
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
|
||||
|
|
@ -2330,6 +2392,145 @@
|
|||
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
|
||||
[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/collisions/active_edge_threshold" type="float" setter="" getter="" default="0.872665">
|
||||
The maximum angle, in radians, between two adjacent triangles in a [ConcavePolygonShape3D] or [HeightMapShape3D] for which the edge between those triangles is considered inactive.
|
||||
Collisions against an inactive edge will have its normal overridden to instead be the surface normal of the triangle. This can help alleviate ghost collisions.
|
||||
[b]Note:[/b] Setting this too high can result in objects not depenetrating properly.
|
||||
[b]Note:[/b] This applies to all shape queries, as well as physics bodies within the simulation.
|
||||
[b]Note:[/b] This does not apply when enabling Jolt's enhanced internal edge removal, which supersedes this.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/collisions/collision_margin_fraction" type="float" setter="" getter="" default="0.08">
|
||||
The amount of collision margin to use for certain convex collision shapes, such as [BoxShape3D], [CylinderShape3D] and [ConvexPolygonShape3D], as a fraction of the shape's shortest axis, with [member Shape3D.margin] as the upper bound. This is mainly used to speed up collision detection with convex shapes.
|
||||
[b]Note:[/b] Collision margins in Jolt do not add any extra size to the shape. Instead the shape is first shrunk by the margin and then expanded by the same amount, resulting in a shape with rounded corners.
|
||||
[b]Note:[/b] Setting this value too close to [code]0.0[/code] may also negatively affect the accuracy of the collision detection with convex shapes.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/joints/world_node" type="int" setter="" getter="" default="0">
|
||||
Which of the two nodes bound by a joint should represent the world when one of the two is omitted, as either [member Joint3D.node_a] or [member Joint3D.node_b]. This can be thought of as having the omitted node be a [StaticBody3D] at the joint's position. Joint limits are more easily expressed when [member Joint3D.node_a] represents the world.
|
||||
[b]Note:[/b] In Godot Physics, only [member Joint3D.node_b] can represent the world.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/max_angular_velocity" type="float" setter="" getter="" default="47.1239">
|
||||
The maximum angular velocity that a [RigidBody3D] can reach, in radians per second.
|
||||
This is mainly used as a fail-safe, to prevent the simulation from exploding, as fast-moving objects colliding with complex physics structures can otherwise cause them to go out of control. Fast-moving objects can also cause a lot of stress on the collision detection system, which can slow down the simulation considerably.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/max_bodies" type="int" setter="" getter="" default="10240">
|
||||
The maximum number of [PhysicsBody3D] to support at the same time, awake or sleeping. When this limit is exceeded, an error is reported and anything past that point is undefined behavior.
|
||||
[b]Note:[/b] This limit also applies within the editor.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/max_body_pairs" type="int" setter="" getter="" default="65536">
|
||||
The maximum number of body pairs to allow processing of. When this limit is exceeded, a warning is reported and collisions will randomly be ignored while bodies pass through each other.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/max_contact_constraints" type="int" setter="" getter="" default="20480">
|
||||
The maximum number of contact constraints to allow processing of. When this limit is exceeded, a warning is reported and collisions will randomly be ignored while bodies pass through each other.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/max_linear_velocity" type="float" setter="" getter="" default="500.0">
|
||||
The maximum linear velocity that a [RigidBody3D] can reach, in meters per second.
|
||||
This is mainly used as a fail-safe, to prevent the simulation from exploding, as fast-moving objects colliding with complex physics structures can otherwise cause them to go out of control. Fast-moving objects can also cause a lot of stress on the collision detection system, which can slow down the simulation considerably.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/temporary_memory_buffer_size" type="int" setter="" getter="" default="32">
|
||||
The amount of memory to pre-allocate for the stack allocator used within Jolt, in MiB. This allocator is used within the physics step to store things that are only needed during it, like which bodies are in contact, how they form islands and the data needed to solve the contacts.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/limits/world_boundary_shape_size" type="float" setter="" getter="" default="2000.0">
|
||||
The size of [WorldBoundaryShape3D] boundaries, for all three dimensions. The plane is effectively centered within a box of this size, and anything outside of the box will not collide with it. This is necessary as [WorldBoundaryShape3D] is not unbounded when using Jolt, in order to prevent precision issues.
|
||||
[b]Note:[/b] Setting this value too high can make collision detection less accurate.
|
||||
[b]Note:[/b] Collisions against the effective edges of a [WorldBoundaryShape3D] will be inconsistent.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/motion_queries/recovery_amount" type="float" setter="" getter="" default="0.4">
|
||||
Fraction of the total penetration to depenetrate per iteration during motion queries.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/motion_queries/recovery_iterations" type="int" setter="" getter="" default="4">
|
||||
The number of iterations to run when depenetrating during motion queries.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], enables Jolt's enhanced internal edge removal during motion queries. This can help alleviate ghost collisions, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
|
||||
[b]Note:[/b] This affects methods [method CharacterBody3D.move_and_slide], [method PhysicsBody3D.move_and_collide], [method PhysicsBody3D.test_move] and [method PhysicsServer3D.body_test_motion].
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/queries/enable_ray_cast_face_index" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], populates the [code]face_index[/code] field in the results of [method PhysicsDirectSpaceState3D.intersect_ray], also accessed through [method RayCast3D.get_collision_face_index]. If [code]false[/code], the [code]face_index[/code] field will be left at its default value of [code]-1[/code].
|
||||
[b]Note:[/b] Enabling this setting will increase Jolt's memory usage for [ConcavePolygonShape3D] by around 25%.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables Jolt's enhanced internal edge removal during shape queries. This can help alleviate ghost collisions when using shape queries for things like character movement, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
|
||||
[b]Note:[/b] This affects methods [method PhysicsDirectSpaceState3D.cast_motion], [method PhysicsDirectSpaceState3D.collide_shape], [method PhysicsDirectSpaceState3D.get_rest_info] and [method PhysicsDirectSpaceState3D.intersect_shape].
|
||||
[b]Note:[/b] Enabling this setting can cause certain shapes to be culled from the results entirely, but you will get at least one intersection per body.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/allow_sleep" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], [RigidBody3D] nodes are allowed to go to sleep if their velocity is below the threshold defined in [member physics/jolt_physics_3d/simulation/sleep_velocity_threshold] for the duration set in [member physics/jolt_physics_3d/simulation/sleep_time_threshold]. This can improve physics simulation performance when there are non-moving [RigidBody3D] nodes, at the cost of some nodes possibly failing to wake up in certain scenarios. Consider disabling this temporarily to troubleshoot [RigidBody3D] nodes not moving when they should.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/areas_detect_static_bodies" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], [Area3D] nodes are able to detect overlaps with [StaticBody3D] nodes.
|
||||
[b]Note:[/b] Enabling this setting can come at a heavy CPU and memory cost if you allow many/large [Area3D] to overlap with complex static geometry, such as [ConcavePolygonShape3D] or [HeightMapShape3D]. It is strongly recommended that you set up your collision layers and masks in such a way that only a few small [Area3D] nodes can detect [StaticBody3D] nodes.
|
||||
[b]Note:[/b] This also applies to overlaps with a [RigidBody3D] frozen with [constant RigidBody3D.FREEZE_MODE_STATIC].
|
||||
[b]Note:[/b] This is not needed to detect overlaps with [AnimatableBody3D], as it is a kinematic body, despite inheriting from [StaticBody3D].
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/baumgarte_stabilization_factor" type="float" setter="" getter="" default="0.2">
|
||||
How much of the position error of a [RigidBody3D] to fix during a physics step, where [code]0.0[/code] is none and [code]1.0[/code] is the full amount. This affects things like how quickly bodies depenetrate.
|
||||
[b]Note:[/b] Setting this value too high can make [RigidBody3D] nodes unstable.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/body_pair_contact_cache_angle_threshold" type="float" setter="" getter="" default="0.0349066">
|
||||
The maximum relative angle by which a body pair can move and still reuse the collision results from the previous physics step, in radians.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/body_pair_contact_cache_distance_threshold" type="float" setter="" getter="" default="0.001">
|
||||
The maximum relative distance by which a body pair can move and still reuse the collision results from the previous physics step, in meters.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/body_pair_contact_cache_enabled" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], enables the body pair contact cache, which removes the need for potentially expensive collision detection when the relative orientation between two bodies hasn't changed much.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/bounce_velocity_threshold" type="float" setter="" getter="" default="1.0">
|
||||
The minimum velocity needed before a collision can be bouncy, in meters per second.
|
||||
[b]Note:[/b] This setting will only be read once during the lifetime of the application.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/continuous_cd_max_penetration" type="float" setter="" getter="" default="0.25">
|
||||
Fraction of a body's inner radius that may penetrate another body while using continuous collision detection.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/continuous_cd_movement_threshold" type="float" setter="" getter="" default="0.75">
|
||||
Fraction of a body's inner radius that the body must move per step to make use of continuous collision detection.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/generate_all_kinematic_contacts" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], a [RigidBody3D] frozen with [constant RigidBody3D.FREEZE_MODE_KINEMATIC] is able to collide with other kinematic and static bodies, and therefore generate contacts for them.
|
||||
[b]Note:[/b] This setting can come at a heavy CPU and memory cost if you allow many/large frozen kinematic bodies with a non-zero [member RigidBody3D.max_contacts_reported] to overlap with complex static geometry, such as [ConcavePolygonShape3D] or [HeightMapShape3D].
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/penetration_slop" type="float" setter="" getter="" default="0.02">
|
||||
How much bodies are allowed to penetrate each other, in meters.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/position_steps" type="int" setter="" getter="" default="2">
|
||||
Number of solver position iterations. The greater the number of iterations, the more accurate the simulation will be, at the cost of CPU performance.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/sleep_time_threshold" type="float" setter="" getter="" default="0.5">
|
||||
Time in seconds a [RigidBody3D] will spend below the sleep velocity threshold before going to sleep.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/sleep_velocity_threshold" type="float" setter="" getter="" default="0.03">
|
||||
The linear velocity of specific points on the bounding box of a [RigidBody3D], below which it can be put to sleep, in meters per second. These points help capture both the linear and angular motion of a [RigidBody3D].
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/soft_body_point_radius" type="float" setter="" getter="" default="0.01">
|
||||
How big the points of a [SoftBody3D] are, in meters. A higher value can prevent behavior such as cloth laying perfectly flush against other surfaces and causing Z-fighting.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/speculative_contact_distance" type="float" setter="" getter="" default="0.02">
|
||||
Radius around physics bodies, inside which speculative contact points will be detected, in meters. This is mainly used to prevent tunneling/penetration for [RigidBody3D] nodes during simulation.
|
||||
[b]Note:[/b] Setting this too high may result in ghost collisions, as speculative contacts are based on the closest points during the collision detection step which may not be the actual closest points by the time the two bodies hit.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/use_enhanced_internal_edge_removal" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], enables Jolt's enhanced internal edge removal for [RigidBody3D]. This can help alleviate ghost collisions when, for example, a [RigidBody3D] collides with the edges of two perfectly joined [BoxShape3D]. The removal only applies to edges internal to a single body, meaning edges between separate bodies can still cause ghost collisions.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/simulation/velocity_steps" type="int" setter="" getter="" default="10">
|
||||
Number of solver velocity iterations. The greater the number of iterations, the more accurate the simulation will be, at the cost of CPU performance.
|
||||
[b]Note:[/b] This needs to be at least [code]2[/code] in order for friction to work, as friction is applied using the non-penetration impulse from the previous iteration.
|
||||
</member>
|
||||
<member name="rendering/2d/batching/item_buffer_size" type="int" setter="" getter="" default="16384">
|
||||
Maximum number of canvas item commands that can be batched into a single draw call.
|
||||
</member>
|
||||
<member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="4096">
|
||||
Maximum number of uniform sets that will be cached by the 2D renderer when batching draw calls.
|
||||
[b]Note:[/b] A project that uses a large number of unique sprite textures per frame may benefit from increasing this value.
|
||||
</member>
|
||||
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
|
||||
Controls how much of the original viewport size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting.
|
||||
The percentage specified is added on each axis and on both sides. For example, with the default setting of 120%, the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
|
||||
|
|
@ -2356,26 +2557,30 @@
|
|||
[b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead.
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0">
|
||||
Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
|
||||
Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
|
||||
[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set [member Viewport.msaa_2d] or use [method RenderingServer.viewport_set_msaa_2d].
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0">
|
||||
Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
|
||||
Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set [member Viewport.msaa_3d] or use [method RenderingServer.viewport_set_msaa_3d].
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
|
||||
Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
|
||||
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
|
||||
[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set [member Viewport.screen_space_aa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_screen_space_aa].
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
|
||||
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set debanding at runtime, set [member Viewport.use_debanding] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_debanding].
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
|
||||
Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
|
||||
Enables temporal antialiasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
|
||||
[b]Note:[/b] The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
|
||||
[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
|
||||
[b]Note:[/b] This property is only read when the project starts. To set TAA at runtime, set [member Viewport.use_taa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_taa].
|
||||
</member>
|
||||
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
|
||||
[b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead.
|
||||
|
|
@ -2429,10 +2634,10 @@
|
|||
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
|
||||
</member>
|
||||
<member name="rendering/environment/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
|
||||
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
|
||||
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion from far away.
|
||||
</member>
|
||||
<member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
|
||||
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
|
||||
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion from far away.
|
||||
</member>
|
||||
<member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
|
||||
|
|
@ -2447,10 +2652,10 @@
|
|||
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
|
||||
</member>
|
||||
<member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
|
||||
Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
|
||||
Distance at which the screen-space indirect lighting effect starts to fade out. Use this to hide screen-space indirect lighting from far away.
|
||||
</member>
|
||||
<member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
|
||||
Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
|
||||
Distance at which the screen-space indirect lighting is fully faded out. Use this to hide screen-space indirect lighting from far away.
|
||||
</member>
|
||||
<member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
|
||||
|
|
@ -2479,26 +2684,38 @@
|
|||
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
|
||||
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default=""auto"">
|
||||
Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
|
||||
Supported values are:
|
||||
- [code]auto[/code], currently defaults to [code]opengl3[/code] on all platforms.
|
||||
- [code]opengl3[/code], OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on mobile platforms, WebGL 2.0 on web.
|
||||
- [code]opengl3_angle[/code], OpenGL ES 3.0 over ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).
|
||||
- [code]opengl3_es[/code], OpenGL ES 3.0 on Linux/BSD.
|
||||
[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]opengl3[/code] and [code]angle_libs[/code]).
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default=""auto"">
|
||||
Android override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default=""auto"">
|
||||
iOS override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default=""auto"">
|
||||
LinuxBSD override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_es[/code] is available as an option, which is also used as a fallback on devices that don't support OpenGL 3.3.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default=""auto"">
|
||||
macOS override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE support was compiled in.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default=""auto"">
|
||||
Web override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="">
|
||||
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default=""auto"">
|
||||
Windows override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE supported was compiled in. In such case, ANGLE is used preferentially on lower end devices with known problematic native OpenGL drivers (see [member rendering/gl_compatibility/force_angle_on_devices]).
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/fallback_to_angle" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in [member rendering/gl_compatibility/force_angle_on_devices].
|
||||
|
|
@ -2509,8 +2726,8 @@
|
|||
[b]Note:[/b] This setting is implemented only on Linux/X11.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/fallback_to_native" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the compatibility renderer will fall back to native OpenGL if ANGLE over Metal is not supported.
|
||||
[b]Note:[/b] This setting is implemented only on macOS.
|
||||
If [code]true[/code], the compatibility renderer will fall back to native OpenGL if ANGLE is not supported, or ANGLE dynamic libraries aren't found.
|
||||
[b]Note:[/b] This setting is implemented on macOS and Windows.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/force_angle_on_devices" type="Array" setter="" getter="">
|
||||
An [Array] of devices which should always use the ANGLE renderer.
|
||||
|
|
@ -2545,14 +2762,21 @@
|
|||
The VoxelGI quality to use. High quality leads to more precise lighting and better reflections, but is slower to render. This setting does not affect the baked data and doesn't require baking the [VoxelGI] again to apply.
|
||||
[b]Note:[/b] This property is only read when the project starts. To control VoxelGI quality at runtime, call [method RenderingServer.voxel_gi_set_quality] instead.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
|
||||
<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="4">
|
||||
The maximum number of rays that can be thrown per pass when baking lightmaps with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
|
||||
[b]Note:[/b] Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
|
||||
The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
|
||||
[b]Note:[/b] Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/bake_performance/max_transparency_rays" type="int" setter="" getter="" default="8">
|
||||
The maximum number of retry rays that can be thrown per pass when hitting a transparent surface when baking lightmaps with [LightmapGI]. Depending on the scene, reducing this value may lead to faster bake times.
|
||||
[b]Note:[/b] Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512">
|
||||
The region size to use when baking lightmaps with [LightmapGI].
|
||||
The region size to use when baking lightmaps with [LightmapGI]. The specified value is rounded up to the nearest power of 2.
|
||||
[b]Note:[/b] Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/bake_quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512">
|
||||
The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH].
|
||||
|
|
@ -2587,6 +2811,10 @@
|
|||
- Intel GPUs: SYCL libraries
|
||||
If no GPU acceleration is configured on the system, multi-threaded CPU-based denoising will be performed instead. This CPU-based denoising is significantly slower than the JNLM denoiser in most cases.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/lightmap_gi/use_bicubic_filter" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], applies a bicubic filter during lightmap sampling. This makes lightmaps look much smoother, at a moderate performance cost.
|
||||
[b]Note:[/b] The bicubic filter exaggerates the 'bleeding' effect that occurs when a lightmap's resolution is low enough.
|
||||
</member>
|
||||
<member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
|
||||
The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
|
||||
</member>
|
||||
|
|
@ -2653,7 +2881,7 @@
|
|||
</member>
|
||||
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
|
||||
The maximum number of uniforms that can be used by the global shader uniform buffer. Each item takes up one slot. In other words, a single uniform float and a uniform vec4 will take the same amount of space in the buffer.
|
||||
[b]Note:[/b] When using the Compatibility backend, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints.
|
||||
[b]Note:[/b] When using the Compatibility renderer, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints.
|
||||
</member>
|
||||
<member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
|
||||
Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
|
||||
|
|
@ -2673,6 +2901,8 @@
|
|||
<member name="rendering/limits/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
|
||||
</member>
|
||||
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
|
||||
Maximum time (in seconds) before the [code]TIME[/code] shader built-in variable rolls over. The [code]TIME[/code] variable increments by [code]delta[/code] each frame, and when it exceeds this value, it rolls over to [code]0.0[/code]. Since large floating-point values are less precise than small floating-point values, this should be set as low as possible to maximize the precision of the [code]TIME[/code] built-in variable in shaders. This is especially important on mobile platforms where precision in shaders is significantly reduced. However, if this is set too low, shader animations may appear to restart from the beginning while the project is running.
|
||||
On desktop platforms, values below [code]4096[/code] are recommended, ideally below [code]2048[/code]. On mobile platforms, values below [code]64[/code] are recommended, ideally below [code]32[/code].
|
||||
</member>
|
||||
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
|
||||
The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
|
||||
|
|
@ -2724,9 +2954,11 @@
|
|||
</member>
|
||||
<member name="rendering/renderer/rendering_method" type="String" setter="" getter="" default=""forward_plus"">
|
||||
Sets the renderer that will be used by the project. Options are:
|
||||
[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
|
||||
[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Forward Plus, but does not scale as well to large scenes with many elements.
|
||||
[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
|
||||
[b]forward_plus[/b] (Forward+): High-end renderer designed for desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
|
||||
[b]mobile[/b] (Mobile): Modern renderer designed for mobile devices. Has a lower base overhead than Forward+, but does not scale as well to large scenes with many elements.
|
||||
[b]gl_compatibility[/b] (Compatibility): Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2 APIs.
|
||||
This can be overridden using the [code]--rendering-method <method>[/code] command line argument.
|
||||
[b]Note:[/b] The actual rendering method may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering method that is used at runtime, use [method RenderingServer.get_current_rendering_method] instead of reading this project setting's value.
|
||||
</member>
|
||||
<member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default=""mobile"">
|
||||
Override for [member rendering/renderer/rendering_method] on mobile devices.
|
||||
|
|
@ -2749,31 +2981,52 @@
|
|||
The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
|
||||
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver" type="String" setter="" getter="">
|
||||
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
|
||||
<member name="rendering/rendering_device/driver" type="String" setter="" getter="" default=""auto"">
|
||||
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument.
|
||||
Supported values are:
|
||||
- [code]auto[/code], Metal on Apple Silicon Macs and iOS, Vulkan on other built-in platforms. On Windows, Direct3D 12 is the default if the engine was compiled without Vulkan support.
|
||||
- [code]metal[/code], Metal (supported on Apple Silicon Macs and iOS).
|
||||
- [code]vulkan[/code], Vulkan (supported on all desktop and mobile platforms).
|
||||
- [code]d3d12[/code], Direct3D 12 (supported on Windows).
|
||||
[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]vulkan[/code], [code]metal[/code], and [code]d3d12[/code]).
|
||||
[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="">
|
||||
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default=""auto"">
|
||||
Android override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="">
|
||||
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default=""auto"">
|
||||
iOS override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]metal[/code] on this platform.
|
||||
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code]. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="">
|
||||
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default=""auto"">
|
||||
LinuxBSD override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="">
|
||||
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default=""auto"">
|
||||
macOS override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]metal[/code] on Apple Silicon Macs, and [code]vulkan[/code] (MoltenVK) on Intel Macs. Metal isn't supported on Intel Macs, so even if setting [code]metal[/code] explicitly, it will fallback to Vulkan on Intel Macs.
|
||||
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code] for both Apple Silicon and Intel Macs. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="">
|
||||
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default=""auto"">
|
||||
Windows override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, the default becomes [code]d3d12[/code]. If both Vulkan and Direct3D 12 were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_d3d12" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported.
|
||||
[b]Note:[/b] This setting is implemented only on Windows.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_opengl3" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to OpenGL 3 if Direct3D 12, Metal, and Vulkan are not supported.
|
||||
[b]Note:[/b] This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_vulkan" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 is not supported.
|
||||
[b]Note:[/b] This setting is implemented only on Windows.
|
||||
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported.
|
||||
[b]Note:[/b] This setting is implemented only on Windows and macOS.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/pipeline_cache/enable" type="bool" setter="" getter="" default="true">
|
||||
Enable the pipeline cache that is saved to disk if the graphics API supports it.
|
||||
|
|
@ -2783,10 +3036,22 @@
|
|||
Determines at which interval pipeline cache is saved to disk. The lower the value, the more often it is saved.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
|
||||
The size of a block allocated in the staging buffers. Staging buffers are the intermediate resources the engine uses to upload or download data to the GPU. This setting determines the max amount of data that can be transferred in a copy operation. Increasing this will result in faster data transfers at the cost of extra memory.
|
||||
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
|
||||
The maximum amount of memory allowed to be used by staging buffers. If the amount of data being uploaded or downloaded exceeds this amount, the GPU will stall and wait for previous frames to finish.
|
||||
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/staging_buffer/texture_download_region_size_px" type="int" setter="" getter="" default="64">
|
||||
The region size in pixels used to download texture data from the GPU when using methods like [method RenderingDevice.texture_get_data_async].
|
||||
[b]Note:[/b] This property's upper limit is controlled by [member rendering/rendering_device/staging_buffer/block_size_kb] and whether it's possible to allocate a single block of texture data with this region size in the format that is requested.
|
||||
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
|
||||
The region size in pixels used to upload texture data from the GPU when using methods like [method RenderingDevice.texture_update].
|
||||
[b]Note:[/b] This property's upper limit is controlled by [member rendering/rendering_device/staging_buffer/block_size_kb] and whether it's possible to allocate a single block of texture data with this region size in the format that is requested.
|
||||
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/vsync/frame_queue_size" type="int" setter="" getter="" default="2">
|
||||
The number of frames to track on the CPU side before stalling to wait for the GPU.
|
||||
|
|
@ -2803,6 +3068,9 @@
|
|||
[b]Note:[/b] Some platforms may restrict the actual value.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/vulkan/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
|
||||
The number of descriptors per pool. Godot's Vulkan backend uses linear pools for descriptors that will be created and destroyed within a single frame. Instead of destroying every single descriptor every frame, they all can be destroyed at once by resetting the pool they belong to.
|
||||
A larger number is more efficient up to a limit, after that it will only waste RAM (maximum efficiency is achieved when there is no more than 1 pool per frame). A small number could end up with one pool per descriptor, which negatively impacts performance.
|
||||
[b]Note:[/b] Changing this property requires a restart to take effect.
|
||||
</member>
|
||||
<member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2">
|
||||
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
|
||||
|
|
@ -2811,6 +3079,12 @@
|
|||
Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially-aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. On particularly low-end GPUs, the added cost of FSR may not be worth it (compared to using bilinear scaling with a slightly higher resolution scale to match performance).
|
||||
[b]Note:[/b] FSR is only effective when using the Forward+ rendering method, not Mobile or Compatibility. If using an incompatible rendering method, FSR will fall back to bilinear scaling.
|
||||
</member>
|
||||
<member name="rendering/scaling_3d/mode.ios" type="int" setter="" getter="">
|
||||
iOS override for [member rendering/scaling_3d/mode]. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
|
||||
</member>
|
||||
<member name="rendering/scaling_3d/mode.macos" type="int" setter="" getter="">
|
||||
macOS override for [member rendering/scaling_3d/mode]. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
|
||||
</member>
|
||||
<member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0">
|
||||
Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
|
||||
</member>
|
||||
|
|
@ -2833,18 +3107,13 @@
|
|||
</member>
|
||||
<member name="rendering/shading/overrides/force_vertex_shading" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
|
||||
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
|
||||
</member>
|
||||
<member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
|
||||
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
|
||||
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
|
||||
</member>
|
||||
<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
|
||||
The default texture filtering mode to use on [CanvasItem]s.
|
||||
The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
|
||||
[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
|
||||
</member>
|
||||
<member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
|
||||
The default texture repeating mode to use on [CanvasItem]s.
|
||||
The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
|
||||
</member>
|
||||
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
|
||||
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
|
||||
|
|
@ -2852,8 +3121,9 @@
|
|||
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
|
||||
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
|
||||
The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter].
|
||||
[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on 2D and 3D materials. For this setting to have an effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this setting to have an effect in 2D, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
|
||||
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
|
||||
[b]Note:[/b] In 3D, for this setting to have an effect, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials.
|
||||
[b]Note:[/b] In 2D, for this setting to have an effect, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the anisotropic filtering level at runtime, set [member Viewport.anisotropic_filtering_level] on the root [Viewport] instead.
|
||||
</member>
|
||||
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
|
||||
Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
|
||||
|
|
@ -2870,6 +3140,14 @@
|
|||
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
|
||||
</member>
|
||||
<member name="rendering/textures/vram_compression/cache_gpu_compressor" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the GPU texture compressor will cache the local RenderingDevice and its resources (shaders and pipelines), allowing for faster subsequent imports at a memory cost.
|
||||
</member>
|
||||
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
|
||||
[b]Note:[/b] This only functions on a device which supports either Vulkan, Direct3D 12, or Metal as a rendering driver.
|
||||
[b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC3, BC4, BC5, and BC6), all of which are exclusive to desktop platforms and consoles.
|
||||
</member>
|
||||
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
|
||||
[b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
|
||||
|
|
@ -2887,7 +3165,9 @@
|
|||
The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
|
||||
</member>
|
||||
<member name="rendering/viewport/hdr_2d" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow).
|
||||
If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen. Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
|
||||
[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
|
||||
[b]Note:[/b] This property is only read when the project starts. To toggle HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport].
|
||||
</member>
|
||||
<member name="rendering/viewport/transparent_background" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed].
|
||||
|
|
@ -2917,6 +3197,12 @@
|
|||
<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
|
||||
Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
|
||||
</member>
|
||||
<member name="xr/openxr/binding_modifiers/analog_threshold" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables the analog threshold binding modifier if supported by the XR runtime.
|
||||
</member>
|
||||
<member name="xr/openxr/binding_modifiers/dpad_binding" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], enables the D-pad binding modifier if supported by the XR runtime.
|
||||
</member>
|
||||
<member name="xr/openxr/default_action_map" type="String" setter="" getter="" default=""res://openxr_action_map.tres"">
|
||||
Action map configuration to load by default.
|
||||
</member>
|
||||
|
|
@ -2926,20 +3212,35 @@
|
|||
<member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default=""0"">
|
||||
Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/debug_message_types" type="int" setter="" getter="" default=""15"">
|
||||
Specifies the message types for which we request debug messages. Requires [member xr/openxr/extensions/debug_utils] to be set and the extension to be supported by the XR runtime.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/debug_utils" type="int" setter="" getter="" default=""0"">
|
||||
Enables debug utilities on XR runtimes that supports the debug utils extension. Sets the maximum severity being reported (0 = disabled, 1 = error, 2 = warning, 3 = info, 4 = verbose).
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/eye_gaze_interaction" type="bool" setter="" getter="" default="false">
|
||||
Specify whether to enable eye tracking for this project. Depending on the platform, additional export configuration may be needed.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/hand_interaction_profile" type="bool" setter="" getter="" default="false">
|
||||
If true the hand interaction profile extension will be activated if supported by the platform.
|
||||
If [code]true[/code] the hand interaction profile extension will be activated if supported by the platform.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/hand_tracking" type="bool" setter="" getter="" default="true">
|
||||
If true we enable the hand tracking extension if available.
|
||||
<member name="xr/openxr/extensions/hand_tracking" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the hand tracking extension is enabled if available.
|
||||
[b]Note:[/b] By default hand tracking will only work for data sources chosen by the XR runtime. For SteamVR this is the controller inferred data source, for most other runtimes this is the unobstructed data source. There is no way to query this. If a runtime supports the OpenXR data source extension you can use the [member xr/openxr/extensions/hand_tracking_controller_data_source] and/or [member xr/openxr/extensions/hand_tracking_unobstructed_data_source] to indicate you wish to enable these data sources. If neither is selected the data source extension is not enabled and the XR runtimes default behavior persists.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/hand_tracking_controller_data_source" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], support for the controller inferred data source is requested. If supported, you will receive hand tracking data even if the user has a controller in hand, with finger positions automatically inferred from controller input and/or sensors.
|
||||
[b]Node:[/b] This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
</member>
|
||||
<member name="xr/openxr/extensions/hand_tracking_unobstructed_data_source" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], support for the unobstructed data source is requested. If supported, you will receive hand tracking data based on the actual finger positions of the user often determined by optical tracking.
|
||||
[b]Node:[/b] This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. [member xr/openxr/extensions/hand_tracking] must be enabled for this setting to be used.
|
||||
</member>
|
||||
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default=""0"">
|
||||
Specify whether OpenXR should be configured for an HMD or a hand held device.
|
||||
</member>
|
||||
<member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false">
|
||||
If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
|
||||
If [code]true[/code] and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
|
||||
[b]Note:[/b] Only works on the Compatibility rendering method.
|
||||
</member>
|
||||
<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default=""0"">
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue