Engine

Inherits:Object

Access to engine properties.

Description

TheEngine singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.

Properties

bool

editor_hint

true

int

iterations_per_second

60

float

physics_jitter_fix

0.5

bool

print_error_messages

true

int

target_fps

0

float

time_scale

1.0

Methods

Dictionary

get_author_info()const

Array

get_copyright_info()const

Dictionary

get_donor_info()const

int

get_frames_drawn()

float

get_frames_per_second()const

int

get_idle_frames()const

Dictionary

get_license_info()const

String

get_license_text()const

MainLoop

get_main_loop()const

int

get_physics_frames()const

float

get_physics_interpolation_fraction()const

Object

get_singleton(String name)const

Dictionary

get_version_info()const

bool

has_singleton(String name)const

bool

is_in_physics_frame()const

Property Descriptions

Default

true

Setter

set_editor_hint(value)

Getter

is_editor_hint()

Iftrue, the script is currently running inside the editor. This is useful fortool scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:

ifEngine.editor_hint:draw_gizmos()else:simulate_physics()

SeeRunning code in the editor in the documentation for more information.

Note: To detect whether the script is run from an editorbuild (e.g. when pressingF5), useOS.has_feature with the"editor" argument instead.OS.has_feature("editor") will evaluate totrue both when the code is running in the editor and when running the project from the editor, but it will evaluate tofalse when the code is run from an exported project.


  • intiterations_per_second

Default

60

Setter

set_iterations_per_second(value)

Getter

get_iterations_per_second()

The number of fixed iterations per second. This controls how often physics simulation andNode._physics_process methods are run. This value should generally always be set to60 or above, as Godot doesn't interpolate the physics step. As a result, values lower than60 will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See alsotarget_fps andProjectSettings.physics/common/physics_fps.

Note: Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even ifdelta is used consistently in physics calculations). Therefore, it is recommended not to increaseiterations_per_second above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.


Default

0.5

Setter

set_physics_jitter_fix(value)

Getter

get_physics_jitter_fix()

Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.

Note: For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by settingphysics_jitter_fix to0.


  • boolprint_error_messages

Default

true

Setter

set_print_error_messages(value)

Getter

is_printing_error_messages()

Iffalse, stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to theProjectSettings.application/run/disable_stderr project setting.

Warning: If you set this tofalse anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set tofalse in atool script, this will also impact the editor itself. Donot report bugs before ensuring error messages are enabled (as they are by default).

Note: This property does not impact the editor's Errors tab when running a project from the editor.


Default

0

Setter

set_target_fps(value)

Getter

get_target_fps()

The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.


Default

1.0

Setter

set_time_scale(value)

Getter

get_time_scale()

Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.

Method Descriptions

Returns engine author information in a Dictionary.

lead_developers - Array of Strings, lead developer names

founders - Array of Strings, founder names

project_managers - Array of Strings, project manager names

developers - Array of Strings, developer names


Returns an Array of copyright information Dictionaries.

name - String, component name

parts - Array of Dictionaries {files,copyright,license} describing subsections of the component


Returns a Dictionary of Arrays of donor names.

{platinum_sponsors,gold_sponsors,silver_sponsors,bronze_sponsors,mini_sponsors,gold_donors,silver_donors,bronze_donors}


  • intget_frames_drawn()

Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with--disable-render-loop via command line,get_frames_drawn always returns0. Seeget_idle_frames.


Returns the frames per second of the running game.


Returns the total number of frames passed since engine initialization which is advanced on eachidle frame, regardless of whether the render loop is enabled. See alsoget_frames_drawn andget_physics_frames.

get_idle_frames can be used to run expensive logic less often without relying on aTimer:

func_process(_delta):ifEngine.get_idle_frames()%2==0:pass# Run expensive logic only once every 2 idle (render) frames here.

Returns Dictionary of licenses used by Godot and included third party components.


Returns Godot license text.


Returns the main loop object (seeMainLoop andSceneTree).


Returns the total number of frames passed since engine initialization which is advanced on eachphysics frame. See alsoget_idle_frames.

get_physics_frames can be used to run expensive logic less often without relying on aTimer:

func_physics_process(_delta):ifEngine.get_physics_frames()%2==0:pass# Run expensive logic only once every 2 physics frames here.

Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.


Returns a global singleton with givenname. Often used for plugins, e.g.GodotPayment on Android.


Returns the current engine version information in a Dictionary.

major - Holds the major version number as an int

minor - Holds the minor version number as an int

patch - Holds the patch version number as an int

hex - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)

status - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String

build - Holds the build name (e.g. "custom_build") as a String

hash - Holds the full Git commit hash as a String

year - Holds the year the version was released in as an int

string -major +minor +patch +status +build in a single String

Thehex value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be0x03010C.Note: It's still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for easy version comparisons from code:


Returnstrue if a singleton with givenname exists in global scope.


Returnstrue if the game is inside the fixed process and physics phase of the game loop.