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Add links to project setting mentions
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@@ -80,8 +80,8 @@ affect** the following kinds of aliasing in any way:
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- Aliasing in font rendering.
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MSAA can be enabled in the Project Settings by changing the value of the
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**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to change
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the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely
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:ref:`Rendering > Anti Aliasing > Quality > MSAA 2D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_2d>`
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setting. It's important to change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely
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separate settings.
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Comparison between no antialiasing (left) and various MSAA levels (right). The
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@@ -78,8 +78,11 @@ do?
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Make the viewport smaller
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^^^^^^^^^^^^^^^^^^^^^^^^^
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The simplest answer is to make the viewport the same size or smaller than your textures. Click on
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``Project -> Project Settings -> Window`` and change the viewport height and width to match your background.
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The simplest answer is to make the viewport the same size or smaller than your textures.
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In **Project Settings > Display > Window**, change the
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:ref:`Viewport Width<class_ProjectSettings_property_display/window/size/viewport_width>`
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and :ref:`Viewport Height<class_ProjectSettings_property_display/window/size/viewport_height>`
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settings to match your background.
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.. image:: img/2d_parallax_size_viewport.webp
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@@ -254,9 +254,9 @@ You will have to code a function to perform this and draw it yourself.
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The following instructions use a fixed set of coordinates that could be too small
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for high resolution screens (larger than 1080p). If that is your case, and the
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drawing is too small consider increasing your window scale in
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``Menu > Project > Project settings > display/window/stretch/scale`` to adjust
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the project to a higher resolution (a 2 or 4 scale tends to work well).
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drawing is too small consider increasing your window scale in the project setting
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:ref:`Display > Window > Stretch > Scale<class_ProjectSettings_property_display/window/stretch/scale>`
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to adjust the project to a higher resolution (a 2 or 4 scale tends to work well).
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Drawing a custom polygon shape
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@@ -70,8 +70,8 @@ To make specular aliasing less noticeable, use the `Screen-space roughness limit
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which is enabled by default.
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MSAA can be enabled in the Project Settings by changing the value of the
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**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
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the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
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:ref:`Rendering > Anti Aliasing > Quality > MSAA 3D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>`
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setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
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separate settings.
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Comparison between no antialiasing (left) and various MSAA levels (right).
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@@ -108,8 +108,9 @@ downside of TAA is that it can exhibit *ghosting* artifacts behind moving
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objects. Rendering at a higher framerate will allow TAA to converge faster,
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therefore making those ghosting artifacts less visible.
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Temporal antialiasing can be enabled in the Project Settings by changing the
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value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting.
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Temporal antialiasing can be enabled in the Project Settings by changing the value of the
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:ref:`Rendering > Anti Aliasing > Quality > TAA<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa>`
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setting.
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Comparison between no antialiasing (left) and TAA (right):
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@@ -172,9 +173,9 @@ as an in-game option may still be worthwhile for players with low-end GPUs.
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FXAA introduces a moderate amount of blur when enabled (more than TAA when
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still, but less than TAA when the camera is moving).
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FXAA can be enabled in the Project Settings by changing the
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value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to
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**FXAA**.
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FXAA can be enabled in the Project Settings by changing the value of the
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:ref:`Rendering > Anti Aliasing > Quality > Screen Space AA<class_ProjectSettings_property_rendering/anti_aliasing/quality/screen_space_aa>`
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setting to ``FXAA``.
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Comparison between no antialiasing (left) and FXAA (right):
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@@ -194,9 +195,11 @@ The downside of SSAA is its *extremely* high cost. This cost generally makes
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SSAA difficult to use for game purposes, but you may still find supersampling
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useful for :ref:`offline rendering <doc_creating_movies>`.
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Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D
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> Scale** advanced project setting above ``1.0`` while ensuring
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**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default).
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Supersample antialiasing is performed by increasing the
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:ref:`Rendering > Scaling 3D > Scale<class_ProjectSettings_property_rendering/scaling_3d/scale>`
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advanced project setting above ``1.0`` while ensuring
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:ref:`Rendering > Scaling 3D > Mode<class_ProjectSettings_property_rendering/scaling_3d/mode>`
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is set to ``Bilinear`` (the default).
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Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result
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in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot
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uses the hardware's own bilinear filtering to perform the downsampling, the result
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@@ -46,8 +46,9 @@ rendering, where banding may be visible when using smooth gradient textures.
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There are two main ways to alleviate banding:
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- If using the Forward+ or Forward Mobile rendering methods, enable **Use
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Debanding** in the advanced Project Settings. This applies a fullscreen debanding
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- If using the Forward+ or Forward Mobile rendering methods, enable
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:ref:`Use Debanding<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_debanding>`
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in **Project Settings > Rendering > Anti Aliasing**. This applies a fullscreen debanding
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shader as a post-processing effect and is very cheap.
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- Alternatively, bake some noise into your textures. This is mainly effective in
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2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding
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@@ -653,7 +653,8 @@ There are 2 ways to use glow in 2D:
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rendering output.
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- To enable HDR in 2D, open the Project Settings, enable
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**Rendering > Viewport > HDR 2D** then restart the editor.
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:ref:`Rendering > Viewport > HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
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then restart the editor.
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- If you want to maximize performance, you can leave HDR disabled for 2D
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rendering. However, you will have less control on which objects glow.
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@@ -676,10 +677,10 @@ There are 2 ways to use glow in 2D:
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.. warning::
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The 2D renderer renders in linear color space if the
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**Rendering > Viewport > HDR 2D** project setting is enabled, so
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``source_color`` must also be used for uniform samplers that are
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used as color input in ``canvas_item`` shaders. If this is not done,
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the texture will appear washed out.
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:ref:`Rendering > Viewport > HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
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project setting is enabled, so the ``source_color`` hint must also be used
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for uniform samplers that are used as color input in ``canvas_item`` shaders.
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If this is not done, the texture will appear washed out.
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If 2D HDR is disabled, ``source_color`` will keep working correctly in
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``canvas_item`` shaders, so it's recommend to use it when relevant either
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@@ -187,9 +187,9 @@ reflection probe rendering. As many reflection probes as desired can be added (a
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performance allows). However, there's still a default limit of 512 *clustered
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elements* that can be present in the current camera view. A clustered element is
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an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
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adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
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advanced project setting.
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
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:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
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in **Project Settings > Rendering > Limits > Cluster Builder**.
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When using the Forward Mobile backend, only 8 reflection probes can be applied on each
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individual Mesh *resource*. If there are more reflection probes affecting a single mesh,
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@@ -61,9 +61,9 @@ real-time lighting. As many lights as desired can be added (as long as
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performance allows). However, there's still a default limit of 512 *clustered
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elements* that can be present in the current camera view. A clustered element is
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an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
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adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
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advanced project setting.
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
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:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
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in **Project Settings > Rendering > Limits > Cluster Builder**.
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When using the Forward Mobile renderer, there is a limitation of 8 OmniLights +
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8 SpotLights per mesh resource. There is also a limit of 256 OmniLights + 256
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@@ -72,10 +72,12 @@ currently cannot be changed.
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When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be
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rendered per mesh resource. This limit can be increased in the advanced Project
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Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable Lights**
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and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at the cost of
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performance and longer shader compilation times. The limit can also be decreased
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to reduce shader compilation times and improve performance slightly.
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Settings by adjusting
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:ref:`Max Renderable Elements<class_ProjectSettings_property_rendering/limits/opengl/max_renderable_elements>`
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and/or :ref:`Max Lights per Object<class_ProjectSettings_property_rendering/limits/opengl/max_lights_per_object>`
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in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader
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compilation times. The limit can also be decreased to reduce shader compilation
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times and improve performance slightly.
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With all rendering methods, up to 8 DirectionalLights can be visible at a time.
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However, each additional DirectionalLight with shadows enabled will reduce the
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@@ -234,8 +234,9 @@ away from the camera (and may have little to no impact on the final scene
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rendering). Using node groups, you can also prevent non-essential decorative
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decals from spawning based on user configuration.
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The way decals are rendered also has an impact on performance. The **Rendering >
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Textures > Decals > Filter** advanced project setting lets you control how decal
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The way decals are rendered also has an impact on performance. The
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:ref:`Rendering > Textures > Decals > Filter<class_ProjectSettings_property_rendering/textures/decals/filter>`
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advanced project setting lets you control how decal
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textures should be filtered. **Nearest/Linear** does not use mipmaps. However,
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decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look
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smoother at a distance, but decals will look blurry when viewed from oblique
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@@ -262,9 +263,9 @@ decal rendering. As many decals as desired can be added (as long as
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performance allows). However, there's still a default limit of 512 *clustered
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elements* that can be present in the current camera view. A clustered element is
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an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
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adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
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advanced project setting.
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:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
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:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
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in **Project Settings > Rendering > Limits > Cluster Builder**.
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When using the Forward Mobile backend, only 8 decals can be applied on each
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individual Mesh *resource*. If there are more decals affecting a single mesh,
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@@ -12,7 +12,7 @@ A simple demo is included in the official demo projects and will be used as
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support for this tutorial:
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`<https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record>`_.
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You will need to enable audio input in the project settings ``Project Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty audio files.
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You will need to enable audio input in the :ref:`Audio > Driver > Enable Input<class_ProjectSettings_property_audio/driver/enable_input>` project setting, or you'll just get empty audio files.
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The structure of the demo
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-------------------------
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@@ -71,7 +71,9 @@ Rendering
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---------
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Instancing nodes that render anything in 2D or 3D (such as Sprite) is *not* thread-safe by default.
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To make rendering thread-safe, set the **Rendering > Driver > Thread Model** project setting to **Multi-Threaded**.
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To make rendering thread-safe, set the
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:ref:`Rendering > Driver > Thread Model<class_ProjectSettings_property_rendering/driver/threads/thread_model>`
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project setting to **Multi-Threaded**.
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Note that the Multi-Threaded thread model has several known bugs, so it may not be usable
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in all scenarios.
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@@ -132,7 +132,7 @@ These properties can be configured via code, or by editing them in the Inspector
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Keeping track of what you're using each layer for can be difficult, so you
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may find it useful to assign names to the layers you're using. Names can
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be assigned in Project Settings -> Layer Names.
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be assigned in **Project Settings > Layer Names**.
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.. image:: img/physics_layer_names.png
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@@ -229,7 +229,7 @@ You can modify a rigid body's behavior via properties such as "Mass",
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"Friction", or "Bounce", which can be set in the Inspector.
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The body's behavior is also affected by the world's properties, as set in
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`Project Settings -> Physics`, or by entering an :ref:`Area2D <class_Area2D>`
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**Project Settings > Physics**, or by entering an :ref:`Area2D <class_Area2D>`
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that is overriding the global physics properties.
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When a rigid body is at rest and hasn't moved for a while, it goes to sleep.
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@@ -27,7 +27,8 @@ other solutions you can try:
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speed. The faster the object moves, the larger the collision shape should
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extend outside of the object to ensure it can collide with thin walls more
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reliably.
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- Increase **Physics Ticks per Second** in the advanced Project Settings. While
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- Increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project Settings. While
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this has other benefits (such as more stable simulation and reduced input
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lag), this increases CPU utilization and may not be viable for mobile/web
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platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180``
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@@ -44,7 +45,8 @@ causes the simulation to become wobbly, making the objects unable to rest on top
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of each other without moving.
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Increasing the physics simulation rate can help alleviate this issue. To do so,
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increase **Physics Ticks per Second** in the advanced Project Settings. Note
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increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project Settings. Note
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that increases CPU utilization and may not be viable for mobile/web platforms.
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Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``)
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should be preferred for a smooth appearance on most displays.
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@@ -83,7 +85,9 @@ simulation rate (as making the shape thicker would cause a disconnect between
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the RigidBody's visual representation and its collision).
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In both cases, increasing the physics simulation rate can also help alleviate
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this issue. To do so, increase **Physics Ticks per Second** in the advanced
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this issue. To do so, increase
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:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced
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Project Settings. Note that this increases CPU utilization and may not be viable
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for mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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@@ -115,7 +119,9 @@ vehicle (due to tunneling), but also that the simulation has little data to work
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with in general at such a high speed.
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Fast-moving vehicles can benefit a lot from an increased physics simulation
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rate. To do so, increase **Physics Ticks per Second** in the advanced Project
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rate. To do so, increase
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:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project
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Settings. Note that this increases CPU utilization and may not be viable for
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mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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@@ -94,7 +94,10 @@ Below we break-down the steps used to create the GLTF Viewer app.
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- If using ``gradle``, include the following ``aaptOptions`` configuration under the ``android > defaultConfig`` section of the app's gradle build file. Doing so allows ``gradle`` to include Godot's hidden directories when building the app binary.
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- If your build system does not support including hidden directories, you can `configure the Godot project to not use hidden directories <https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-application-config-use-hidden-project-data-directory>`_ by deselecting ``Project Settings... > Application > Config > Use Hidden Project Data Directory``.
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- If your build system does not support including hidden directories, you can
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configure the Godot project to not use hidden directories by deselecting
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:ref:`Application > Config > Use Hidden Project Data Directory<class_ProjectSettings_property_application/config/use_hidden_project_data_directory>`
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in the Project Settings.
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.. code-block:: groovy
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@@ -43,9 +43,9 @@ Project-defined templates
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~~~~~~~~~~~~~~~~~~~~~~~~~
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The default path to search for templates is the
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``res://script_templates/`` directory. The path can be changed by configuring
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the ``editor/script_templates_search_path`` setting in the
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:ref:`ProjectSettings <class_ProjectSettings>`, both via code and the editor.
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``res://script_templates/`` directory. The path can be changed by configuring the project setting
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:ref:`Editor > Script > Templates Search Path<class_ProjectSettings_property_editor/script/templates_search_path>`,
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both via code and the editor.
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If no ``script_templates`` directory is found within a project, it is simply
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ignored.
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@@ -184,8 +184,8 @@ with a custom theme. Custom themes can be applied in two ways: as a project sett
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and as a node property throughout the tree of control nodes.
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There are two project settings that can be adjusted to affect your entire project:
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:ref:`gui/theme/custom<class_ProjectSettings_property_gui/theme/custom>` allows you to
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set a custom project-wide theme, and :ref:`gui/theme/custom_font<class_ProjectSettings_property_gui/theme/custom_font>`
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:ref:`GUI > Theme > Custom<class_ProjectSettings_property_gui/theme/custom>` allows you to
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set a custom project-wide theme, and :ref:`GUI > Theme > Custom Font<class_ProjectSettings_property_gui/theme/custom_font>`
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does the same to the default fallback font. When a theme item is requested by a control
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node the custom project theme, if present, is checked first. Only if it doesn't have
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the item the default theme is checked.
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