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¶
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Methods¶
get_singleton(String name)const | |
has_singleton(String name)const | |
Property Descriptions¶
booleditor_hint
Default |
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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 |
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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.
floatphysics_jitter_fix
Default |
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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 |
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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.
inttarget_fps
Default |
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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.
floattime_scale
Default |
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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¶
Dictionaryget_author_info()const
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
Dictionaryget_donor_info()const
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.
Dictionaryget_license_info()const
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.
Dictionaryget_version_info()const
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:
ifEngine.get_version_info().hex>=0x030200:# Do things specific to version 3.2 or laterelse:# Do things specific to versions before 3.2
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.