GGS comes with a set of common settings that are used in almost all games.


Audio

The following allow you to change the common properties of a certain audio bus. It automatically detects available audio buses for easy selection.

Mute

Changes the muted state of the selected audio bus.

PROPERTYDESCRIPTION
value_typebool
defaultfalse
bus_nameTarget audio bus.

Volume

Changes the volume of the selected audio bus.

PROPERTYDESCRIPTION
value_typefloat, range of 0100
default80.0
bus_nameTarget audio bus.

Display

The following allow you to change the window state or size. All sizes are user-defined.

Fullscreen

Toggles Fullscreen mode.

PROPERTYDESCRIPTION
value_typebool
defaultfalse
size_settingA setting that can handle window size. Used to set the game window to the correct size after its fullscreen state changes. If not provided, the window size will not be updated when the fullscreen turns off. This is particularly important when the user changes the window size while the game is in fullscreen.

Scale

Sets the window scale. The window will be resized by multiplying its dimensions by a flat number.

PROPERTYDESCRIPTION
value_typeint, index of an item from scales
default0
scalesList of available scales. The order of items must be the same as the order of items in the component this setting will be assigned to.

Size

Sets the window size. The window will be resized by setting its size to provided values.

PROPERTYDESCRIPTION
value_typeint, index of an item from sizes
default0
sizesList of available sizes. The order of items must be the same as the order of items in the component this setting will be assigned to.

Input

Sets the input event of a specific input action (i.e. rebinds an input). The default property is read-only and is set automatically whenever you choose an action or event_idx.

PROPERTYDESCRIPTION
value_typeArray, [event_type, event_id, auxiliary_value]
default[], Read-Only
actionThe target action from the InputMap.
event_idxThe target event from the selected action.

Type and ID

Type refers to the input event type (e.g. InputEventKey or InputEventJoypadMotion). This is used to create the correct InputEvent when deserializing the saved value.

ID refers to the property that stores what the actual input is. For each event type, it's as follows:

  • InputEventKey: physical_keycode
  • InputEventMouseButton: button_index
  • InputEventJoypadButton: button_index
  • InputEventJoypadMotion: axis, along with axis_value as auxiliary value.