Contains global variables accessible from everywhere. Contains global variables accessible from everywhere. Use "ProjectSettings.get_setting(variable)", "ProjectSettings.set_setting(variable,value)" or "ProjectSettings.has_setting(variable)" to access them. Variables stored in project.godot are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. Add a custom property info to a property. The dictionary must contain: name:[String](the name of the property) and type:[int](see TYPE_* in [@GlobalScope]), and optionally hint:[int](see PROPERTY_HINT_* in [@GlobalScope]), hint_string:[String]. Example: [codeblock] ProjectSettings.set("category/property_name", 0) var property_info = { "name": "category/property_name", "type": TYPE_INT, "hint": PROPERTY_HINT_ENUM, "hint_string": "one,two,three" } ProjectSettings.add_property_info(property_info) [/codeblock] Clear the whole configuration (not recommended, may break things). Return the order of a configuration value (influences when saved to the config file). Convert a localized path (res://) to a full native OS path. Return true if a configuration value is present. Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem (res://). Returns true on success. Note: If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code]. Convert a path to a localized path (res:// path). Returns true if the specified property exists and its initial value differs from the current value. Returns the initial value of the specified property. Returns null if the property does not exist. Saves the configuration to the project.godot file. Saves the configuration to a custom file. Set the order of a configuration value (influences when saved to the config file).