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/Godot 3.2

Engine

Inherits: Object

Access to engine properties.

Description

The Engine 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
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

bool editor_hint

Default true
Setter set_editor_hint(value)
Getter is_editor_hint()

If true, it is running inside the editor. Useful for tool scripts.

int iterations_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 and Node._physics_process methods are run. This value should generally always be set to 60 or above, as Godot doesn't interpolate the physics step. As a result, values lower than 60 will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.

float physics_jitter_fix

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 in-game clock and real clock, but allows to 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.

int target_fps

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.

float time_scale

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

Dictionary get_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

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 ( )

Returns the total number of frames drawn. If the render loop is disabled with --disable-render-loop via command line, this returns 0. See also get_idle_frames.

float get_frames_per_second ( ) const

Returns the frames per second of the running game.

int get_idle_frames ( ) const

Returns the total number of frames passed since engine initialization which is advanced on each idle frame, regardless of whether the render loop is enabled. See also get_frames_drawn.

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

Returns the main loop object (see MainLoop and SceneTree).

int get_physics_frames ( ) const

Returns the total number of frames passed since engine initialization which is advanced on each physics frame.

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

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

Dictionary get_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

The hex 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 be 0x03010C. 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 later
else:
    # Do things specific to versions before 3.2

bool has_singleton ( String name ) const

Returns true if a singleton with given name exists in global scope.

bool is_in_physics_frame ( ) const

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

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_engine.html