Project settings provide centralized control over engine runtime parameters, physics simulation, build options, and editor behavior. All settings are automatically saved to the project configuration file and shared across team members.
Opening Settings
Open the settings dialog from the menu bar via Edit → Settings… or with the keyboard shortcut Ctrl+, (Cmd+, on macOS). The left sidebar lists all setting categories; click a category to switch the content area on the right.
Use the search bar at the top to filter settings by name, description, or tag. Settings with non-default values show a dot indicator on the sidebar navigation. Each section provides a Reset button to restore all its settings to defaults.
General
Property
Type
Default
Description
Language
select
en
Editor UI language
Preview Port
number
3456
Local port for the preview server. Range: 1024–65535
Project
Property
Type
Default
Description
Spine Version
select
none
Spine runtime version to use. Options: None, 4.2, 4.1, 3.8. The corresponding Spine WASM module is bundled automatically at build time.
Display frame rate and render statistics in the top-left corner of the scene view
Grid Size
number
50
Grid cell size in pixels. Range: 5–500
Gizmo Appearance
Property
Type
Default
Description
Gizmo Color X
color
red
X-axis gizmo color
Gizmo Color Y
color
green
Y-axis gizmo color
Gizmo Color XY
color
blue
XY-plane gizmo color
Gizmo Hover Color
color
yellow
Gizmo hover highlight color
Selection Color
color
blue
Selected entity outline color
Handle Size
number
10
Transform handle size in pixels
Gizmo Size
number
100
Transform gizmo length in pixels
Physics
Property
Type
Default
Description
Enable Physics
boolean
false
Enable physics simulation. When enabled, the physics WASM module is included in builds automatically.
Gravity X
number
0
Horizontal gravity component
Gravity Y
number
-9.81
Vertical gravity component (negative = downward)
Fixed Timestep
number
1/60
Physics step interval in seconds. Minimum: 0.001
Sub-Step Count
number
4
Number of sub-steps per physics step. Range: 1–16. Higher values improve accuracy at the cost of performance.
Contact Hertz
number
30
Contact stiffness (cycles/sec). Higher = less overlap but more jitter. Range: 1–500
Contact Damping Ratio
number
10
Contact bounciness damping. Lower = faster overlap recovery but more energetic. Range: 0.1–100
Contact Speed
number
3
Max overlap resolution speed (m/s). Range: 1–100
Collision Layers
Define up to 16 named collision layers (e.g., “Player”, “Enemy”, “Ground”) and configure the collision matrix to control which layers interact. See Colliders — Collision Filtering for details.
Rendering
Property
Type
Default
Description
Default Sprite Width
number
100
Default width for new Sprite components
Default Sprite Height
number
100
Default height for new Sprite components
Pixels Per Unit
number
100
Pixel-to-physics-unit conversion ratio
Build
Property
Type
Default
Description
Atlas Max Size
select
2048
Maximum texture atlas size in pixels. Options: 512, 1024, 2048, 4096.
Atlas Padding
number
2
Spacing between textures in the atlas in pixels. Range: 0–16. Prevents edge bleeding during texture sampling.
Runtime
Runtime settings control engine behavior during actual gameplay and take effect in both previews and final builds.
Property
Type
Default
Description
Scene Transition Duration
number
0.3
Fade-in/fade-out duration for scene transitions in seconds. Range: 0–5
Scene Transition Color
color
#000000
Background color during scene transitions
Default Font Family
string
Arial
Default font for text rendering. Applies to the Text and TextInput components.
Canvas Scale Mode
select
FixedHeight
Canvas scaling strategy. Determines how the game adapts to different screen sizes.
Canvas Match W/H
range
0.5
Width-to-height matching weight. Range: 0–1. Only visible when Scale Mode is Match. 0 = match width exactly, 1 = match height exactly.
Max Delta Time
number
0.25
Maximum time step per frame in seconds. Range: 0.01–1. Prevents physics and animation jumps after long stalls.
Max Fixed Steps
number
8
Maximum Fixed Update iterations per frame. Range: 1–64. Caps CPU overhead at low frame rates.
Text Canvas Size
select
512
Off-screen canvas size used for text rendering. Options: 256, 512, 1024, 2048. Larger values support bigger text areas but consume more memory.
Canvas Scale Mode Reference
Mode
Behavior
Fixed Width
Keeps the design width constant; height scales based on the screen aspect ratio
Fixed Height
Keeps the design height constant; width scales based on the screen aspect ratio
Expand
Uses the larger of the width and height scale factors, ensuring the full design area is visible
Shrink
Uses the smaller of the width and height scale factors, ensuring the screen is completely filled
Match
Interpolates between the width and height scale factors, controlled by the Canvas Match W/H weight
Asset Loading
Property
Type
Default
Description
Load Timeout
number
30000
Maximum time (ms) to wait for a single asset to load before marking it as failed
Failure Cooldown
number
5000
Time (ms) before a failed asset can be retried
Network
Property
Type
Default
Description
HTTP Proxy
string
empty
Proxy URL for editor HTTP requests (update downloads, etc.)
Using RuntimeConfig in the SDK
The editor’s runtime settings are written into the project configuration at build time. In scripts you can read or override these values through the RuntimeConfig object: