Engine
Inherits: Object Access to engine properties.
Description
Engine singleton allows you to query and modify the project’s run-time parameters, such as frames per second, time scale, and others.
Properties
Methods
Property Descriptions
- bool editor_hint
true, the script is currently running inside the editor. This is useful fortoolscripts to conditionally draw editor helpers, or prevent accidentally running “game” code that would affect the scene state while in the editor:
Running code in the editor in the documentation for more information. Note: To detect whether the script is run from an editor build (e.g. when pressingif Engine.editor_hint: draw_gizmos()else: simulate_physics()
F5), use OS.has_feature with the"editor"argument instead.OS.has_feature("editor")will evaluate totrueboth when the code is running in the editor and when running the project from the editor, but it will evaluate tofalsewhen the code is run from an exported project.
- int iterations_per_second
Node._physics_process methods are run. This value should generally always be set to
60or above, as Godot doesn’t interpolate the physics step. As a result, values lower than60will 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 also target_fps and ProjectSettings.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 ifdeltais used consistently in physics calculations). Therefore, it is recommended not to increase iterations_per_second above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
- float 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 setting physics_jitter_fix to
0.
- bool print_error_messages
false, 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 the ProjectSettings.application/run/disable_stderr project setting. Warning: If you set this tofalseanywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set tofalsein atoolscript, this will also impact the editor itself. Do not 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.
- int 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.
- float 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
- Dictionary get_author_info ( ) const
Returns engine author information in a Dictionary.
lead_developers- Array of Strings, lead developer namesfounders- Array of Strings, founder namesproject_managers- Array of Strings, project manager namesdevelopers- Array of Strings, developer names
- Array get_copyright_info ( ) const
Returns an Array of copyright information Dictionaries.
name- String, component nameparts- Array of Dictionaries {files,copyright,license} describing subsections of the component
- Dictionary get_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}
- int get_frames_drawn ( )
--disable-render-loopvia command line, get_frames_drawn always returns0. See get_idle_frames.
- float get_frames_per_second ( ) const Returns the frames per second of the running game.
- int get_idle_frames ( ) const
idle frame, regardless of whether the render loop is enabled. See also get_frames_drawn and get_physics_frames.
get_idle_frames can be used to run expensive logic less often without relying on a Timer:
func _process(_delta): if Engine.get_idle_frames() % 2 == 0: pass # Run expensive logic only once every 2 idle (render) frames here.
- Dictionary get_license_info ( ) const Returns Dictionary of licenses used by Godot and included third party components.
- String get_license_text ( ) const Returns Godot license text.
- MainLoop get_main_loop ( ) const MainLoop and SceneTree).
- int get_physics_frames ( ) const
physics frame. See also get_idle_frames.
get_physics_frames can be used to run expensive logic less often without relying on a Timer:
func _physics_process(_delta): if Engine.get_physics_frames() % 2 == 0: pass # Run expensive logic only once every 2 physics frames here.
- float get_physics_interpolation_fraction ( ) const 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.
- Object get_singleton ( String name ) const
name. Often used for plugins, e.g.GodotPaymenton Android.
- Dictionary get_version_info ( ) const
Returns the current engine version information in a Dictionary.
major- Holds the major version number as an intminor- Holds the minor version number as an intpatch- Holds the patch version number as an inthex- 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 Stringbuild- Holds the build name (e.g. “custom_build”) as a Stringhash- Holds the full Git commit hash as a Stringyear- Holds the year the version was released in as an intstring-major+minor+patch+status+buildin a single Stringhexvalue 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:if Engine.get_version_info().hex >= 0x030200: # Do things specific to version 3.2 or laterelse: # Do things specific to versions before 3.2
- bool has_singleton ( String name ) const
trueif a singleton with givennameexists in global scope.
- bool is_in_physics_frame ( ) const
trueif the game is inside the fixed process and physics phase of the game loop.
