Project Settings

Vertex Studio adds its own section to Project > Project Settings > General, with two sub-sections:

  • Settings: behaviour and performance options, explained below.

  • Shortcuts: the keybinding for every tool and action, see Shortcuts.

_images/settings-settings.png

Everything here is stored in the project’s project.godot, so the settings belong to the project (and to version control). Each entry has Godot’s usual revert arrow to bring the default back.

Note

These are project-wide options. The per-mesh and per-session options (view modes, brush, colors, palettes, and so on) live in Vertex Studio’s own panel, see View and Debug Options and Brushes and Painting Tools.

Settings

Auto Open When Mesh Selected

Default: on.

With this on, once you open Vertex Studio it stays open while you select other MeshInstance3D nodes, which is what you want when you are painting a whole scene.

With it off, the panel only reopens for the meshes you were painting: Vertex Studio remembers, per mesh, whether you left the panel open (the toolbar toggle is what marks it), and selecting a mesh you never opened it on keeps the panel closed. Handy in scenes full of MeshInstance3D nodes where only a couple of them are vertex painted.

That per-mesh memory is kept in res://.vertex_studio/prefs.cfg, so it survives closing Godot.

Disable Always Show Vertices On Dense Meshes

Default: on.

Drawing one square per vertex is the most expensive part of the overlay, and Always Show Vertices pays that cost the whole time, even with no tool active. So when the selected mesh has at least Dense Mesh Vertex Count vertices, Vertex Studio switches Always Show Vertices off for you.

The setting is an automatic override: your own value comes back as soon as you select a lighter mesh, and if you turned Always Show Vertices back on in the meantime, your click wins. See View and Debug Options for both options.

Note

Show Vertices is deliberately left alone: it only draws while you are actually using a tool.

Dense Mesh Vertex Count

Default: 1000 vertices (minimum 100).

The vertex count at which a mesh counts as “dense” for the option above.

Realtime Painting Triangle Limit

Default: 50000 triangles.

Every brush dab rebuilds the MeshInstance3D data, which is what makes painting a heavy mesh stutter, and Hide Inspector while active tries to help with that, but that helps up to a point.

Past this setting triangle count Vertex Studio ignores the panel’s Real-time painting option and waits for the mouse release to rebuild.

See the performance options in Debug and Performance Options.

Shortcuts

_images/settings-shortcuts.png

Every tool and action of Vertex Studio is bindable here, grouped by category (Tools, Actions, View, Material, Source Mesh and Brush). Most of them ship unbound on purpose, to stay out of the way of Godot’s own 3D viewport shortcuts.

The default keys, the full list of bindable actions and how to rebind them are all in Shortcuts.

Where Vertex Studio stores things

File

What it holds

project.godot

The Project Settings above, plus every shortcut binding. Commit it.

res://.vertex_studio/scene_data.cfg

Per-mesh data: vertex groups, variation history and the original material overrides. This is project data, commit it.

res://.vertex_studio/prefs.cfg

Panel preferences: brush and color settings, palettes, which panel sections are expanded, which meshes had the panel open, and the “don’t ask again” answers of the Re-sync UVs dialog. Per user, so you can leave it out of version control.