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Asked By | Liemaeu |
ProjectSettings.set_setting("rendering/quality/filters/anisotropic_filter_level", 16)
ProjectSettings.save()
Doesn’t change anything, even after restarting the game.
That call to save()
should store the value in the project.godot file. Can you verify whether that’s happening?
jgodfrey | 2020-10-29 16:42
No, it is not saved for a reason. It’s not in project.godot file.
Liemaeu | 2020-10-29 17:41
Using Godot 3.2.1 stable.official on Windows 10…
I just added (via cut/paste) your two posted code lines to the _ready()
function of a scene script. Running that scene immediately updates my project.godot
file with the following info:
[rendering]
quality/filters/anisotropic_filter_level=16
Hmmm…
However, when I click back on the Godot editor window (even with the scene still running), that information is immediately removed from the file. Not sure what that means…
jgodfrey | 2020-10-29 18:47
I’ve found that changes made in external editors to project files get overriden by Godot if the editor is open. Perhaps that’s what’s happening, the editor notices a difference between the project file and its cached copy, and prefers the cached one.
Bernard Cloutier | 2020-10-29 19:37
Thank you! I will try this in the exported game.
Is there any other/better way for implementing anisotropic filter settings in the graphics options?
Liemaeu | 2020-10-30 08:07
I assume you’re aware, but to be sure…
You can set the value from the Editor, via:
Project | Project Settings | Rendering | Quality | Anisotropic Filter Level
jgodfrey | 2020-10-30 16:53
Yes but I want to add it to my ingame graphics settings.
Liemaeu | 2020-10-31 12:39