Escoria settings
Review Escoria’s settings
When you open the Project Settings window and look below the parameters list in the General tab, you can find an Escoria section with 5 settings categories which we’ll review in detail in the following sub-sections:
Main
Debug
Ui
Sound
Platform
Main
Allows you to set some base settings, paths, and the version number of your game.
This category defines the following settings:
Setting |
Description |
---|---|
Game version |
The version of your game. This setting is important for savegame management between your game versions. |
Start game script |
The ESC script that Escoria will run immediately when you start the game. |
Force quit |
(unused) Defines whether Godot will force quit the game on a closing attempt. |
Command directories |
Array of paths containing the ESC scripting language commands. If you need to define one or more custom ESC commands, you must put their implementations in a folder of your project and append this path to this array. |
Text lang |
Game base text language’s ICU code |
Voice lang |
Game base voice language’s ICU code |
Savegames path |
Path to the savegames’ folder. Defaults to user://saves/ |
Settings path |
Path to user’s settings. Defaults to user:// |
Debug
Allows you to define the behavior of Godot when Escoria triggers an error or a warning, as well as the log level.
This category defines the following settings:
Setting |
Description |
---|---|
Terminate on warnings |
If checked, execution will stop when a warning is logged by Escoria |
Terminate on errors |
If checked, execution will stop when an error is logged by Escoria |
Development lang |
Game development language’s ICU code |
Log level |
Log level (can be INFO, WARNING or ERROR) |
UI
Allows you to define the paths to scenes required by Escoria to run correctly. These scenes have to be created by the game developer.
This category defines the following settings:
Setting |
Description |
---|---|
Tooltip follows mouse |
If checked, the tooltip is not fixed to the UI and will instead follow the mouse cursor |
Default dialog scene |
Path to the default scene to be used as the dialog scene |
Game scene |
Path to the Game scene |
Inventory Items path |
Path to the folder containing inventory items for the game |
Dialogs chooser |
Path to the dialog chooser scene |
Sound
Allows you to define the base volumes for each sound channel managed by Escoria.
This category defines the following settings:
Setting |
Description |
---|---|
Music volume |
Default volume of the music (float between 0 and 1) |
Sfx volume |
Default volume of the sound (float between 0 and 1) |
Speech volume |
Default volume of the speech (float between 0 and 1) |
Master volume |
Default master volume (float between 0 and 1) |
Speech enabled |
If true, Escoria will attempt to find speech for each encountered dialog key |
Speech folder |
Folder to the speech files |
Speech extension |
File extension of speech files. Must be a resource type that can be imported by Godot, either natively or through an import plugin |
Platform
Allows you to define some specific behaviors for cache management (regarding resource loading), for desktop and mobile.
This category defines the following settings:
Setting |
Description |
---|---|
Skip cache |
If true, Escoria will not use the cache memory to load resources (on desktop) |
Skip cache.mobile |
If true, Escoria will not use the cache memory to load resources (on mobile devices where memory is usually lower or restricted) |