 I've got a simple Godot project here from a past screencast video where the health decreases when you press the space bar just to show off health bars. And while this video is not about health bars, this video is about project settings in Godot and having a project setup already makes it a little easier to illustrate. When you go to project and project settings in Godot, you're greeted with a comprehensive list and guide to all the settings that are available for your project. This can be quite overwhelming at first, so I thought this video would be nice to walk you through what these do and focus on some of the most important ones that I've come across so far. So we'll just start right at the beginning application config name. This is what's displayed in your game when you run it. So I just changed it and I added a space and now you can see up here in the title bar it's Godot health bars. And when I alt tab, well if I exported it and I alt tab, this changes the display of the application. So that would be the name of your game and you would want to name it accordingly. Description is used mostly it seems like it's for the Godot project manager when you launch Godot it just describes it more. So I don't usually set that it doesn't seem like it's used anywhere else. If you want to set your game icon it defaults to the Godot robot but if you changed it to your own SVG icon that's what would show up when you run your game and that's important for PC games that you need that. So that's how you would set that. You would just drag your SVG into here and you know I actually have an SVG probably here. Here's a floppy disk SVG. I'll just import that, go to project settings, we'll quick load it, close it. Now if we run the game instead of seeing the Godot robot the game application icon is this font awesome floppy disk icon. So that's how you change your project icon. Run is just sets the main scene that runs when your game boots this would all most often be like your main menu or just right into gameplay or maybe you have a credit splash screen if that's something you need and you can just change that by going and browsing and finding it. It defaults to the first one you run it prompts and asks you background color is what's shown surrounding your game so like or the boot splash sorry so this background color so like if we change that to a different color like we'll make it a sort of green color and we run our game. There's a lot of running and quitting you can change that that can give it a little bit of feel while still calling out Godot and that's kind of nice. We can also just like turn off the Godot splash image while it boots if that's something you want so we can go ahead and close that and now you'll just see that color while it loads up and then you don't have the good icon but it's kind of nice I think to let people that was named Godot if that's something you want window this is pretty important. This is kind of the impetus for the video so if we made this 640 by 480 and we close it now the size of our game window changes this can be really nice based upon what kind of game you're making and maybe you want it smaller because it's on the web or maybe it's like a retro game and you want it to be a lower resolution for some reason when it launches and then you can also change how it launches so this does full screen not exclusive so you can alt tab and it doesn't change the resolution much for PC games I think that makes a lot of sense but you know it's based on your needs so yeah I think windows also nice you can also say where it gets positioned initially so like we could set it in zero zero absolute it's gonna maybe that's the center of the screen I'm not sure I haven't mess with that much but anyway and you can say you know launch it to the other screen that can be useful while you're developing you can change that here resizable is nice you can make it so your game can't be resized but you probably do want to be resized borderless is I think it gets away from the like yeah you don't have the decorative window management pretty sure you'd want that though especially if you're launching windows so don't do that much but here's another important one which is stretch mode so you may have noticed that when I resize the window here see this area that's like you know represents this area over here in the 2d scene editor but I really don't want that to be present I just want the game to scale with the window size because we don't want more of the like scene view to be visible at least most of the time not so you can go ahead and let's hover over this and just doesn't have a description but if we change it to viewport keep and then we run our game and we resize it see those black bars it's not showing more of the 2d viewport it's scaling our game accordingly so no matter how big you make the window it maintains the aspect ratio of your window and for pixel art games in particular in certain 2d games that you know is probably what you want and there's more settings here like keep width will maintain the width of the game but the height will change so you can see here like we get this area down here but it maintains the width up there you can make it big and then if it gets too wide you get the black bars but this would like show more of the down area that could be nice for phones because like phones have different heights if you made a vertical game and so that's quite quite good to know and you can set the scale of your game like let's say our game was yeah we'll make it that but we'll scale it at 1.5 and we'll just keep both of them now it'll launch zoomed into our world like into our scene here so this is the edge of the health bar kind of weird it doesn't make your window two times bigger it just zooms in on your game haven't messed around that too much but it could be useful and then for handheld games like if you made it for phones you could set it landscape or portrait accordingly you can set the v-sync mode that's to help with to provide screen tearing and some other things so usually just keep that as a default you can set a custom mouse cursor if you want there haven't messed around with too much of this stuff texture filter this is really helpful if you're using a pixel art game you probably want to change it to nearest that'll make it scale really nicely linear is more for like painterly scaling and yeah so if you're using pixel art you come into this project setting and change it to nearest and then every time you import an image into your project it'll have this default filter applied which is what you want so that depends rendering mode is set sort of similar to the renderer you choose and you create your project then you could change it for phones and web it seems like so that's cool haven't done that too much anti aliasing is settings i think they affect 3d i don't know if they affect 2d not too much there physics you can set the gravity and you can set some common settings in your game like how many physics ticks and those sorts of things and then you could then change those code if you needed their settings for xr and things for that you can change your layers and the names for physics layers and stuff this is quite helpful especially as your games get more complex and you can turn on blender importing so that's project settings the basics just really want to show you the ones i use a lot there's advanced settings too so we didn't even get into them but um you know it really there's really a lot lot to it i haven't really gotten into these advanced settings too much there is a setting that i do change from time to time called it's about the dpi i think that it's only visible it's an advanced settings so if you go advanced settings allow high dpi if you're on certain platforms you might have a monitor that has like you know two x the pixels of its resolution and it makes text text look really crisp so you can turn that off and now you see the windows bigger but the text is a little blurry for a pixel art game that doesn't matter because it's going to scale nicely but um for certain games and for certain people you might prefer to have the high dpi on i'll launch that again so you see the differences so that's that that's the project settings and we go in here input map covered in other videos haven't gotten into translation and localization yet i'd like to in the future autoload is for global constants which is a different concept entirely plugins is for adding plugins which i haven't done yet and um don't know much about the import defaults but for your general project settings those are the main ones uh i'd suggest reading the docs on certain ones if you want to learn more but um hopefully what i covered helps and covers the basis um something nice is that when you do change the resolution of the game in the 2d viewport it shows you this blue line it might be pretty thin let me try to zoom in this blue line is what the resolution of the game is and it's quite helpful to um see that while you're working on your game so like since we changed it to be that new resolution let's drag this over move our color rectangle to approximately fit now if we launch the game again you'll see that that's more centered and uh is there those are the basic do project settings that stuff was super overwhelming when i started hopefully this makes it a little less overwhelming for you to see the most important ones and how to change them all right thanks