Struct EngineSingleton
Access to basic engine properties.
struct EngineSingleton
;
The Engine
class allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
Properties
Name | Type | Description |
---|---|---|
editorHint [get, set]
|
bool | If true , it is running inside the editor. Useful for tool scripts.
|
iterationsPerSecond [get, set]
|
long | The number of fixed iterations per second (for fixed process and physics). |
physicsJitterFix [get, set]
|
double | Controls how much physic 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. |
targetFps [get, set]
|
long | The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. |
timeScale [get, set]
|
double | 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. |
Methods
Name | Description |
---|---|
getAuthorInfo
|
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
|
getCopyrightInfo
|
Returns an Array of copyright information Dictionaries.
name - String, component name
parts - Array of Dictionaries {files , copyright , license } describing subsections of the component
|
getDonorInfo
|
Returns a Dictionary of Arrays of donor names.
{platinum_sponsors , gold_sponsors , mini_sponsors , gold_donors , silver_donors , bronze_donors }
|
getFramesDrawn
|
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 getIdleFrames .
|
getFramesPerSecond
|
Returns the frames per second of the running game. |
getIdleFrames
|
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 getFramesDrawn .
|
getIterationsPerSecond
|
|
getLicenseInfo
|
Returns Dictionary of licenses used by Godot and included third party components. |
getLicenseText
|
Returns Godot license text. |
getMainLoop
|
Returns the main loop object (see MainLoop and SceneTree ).
|
getPhysicsFrames
|
Returns the total number of frames passed since engine initialization which is advanced on each physics frame. |
getPhysicsInterpolationFraction
|
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. |
getPhysicsJitterFix
|
|
getSingleton
|
Returns a global singleton with given name . Often used for plugins, e.g. GodotPayments.
|
getTargetFps
|
|
getTimeScale
|
|
getVersionInfo
|
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:
|
hasSingleton
|
Returns true if a singleton with given name exists in global scope.
|
isEditorHint
|
|
isInPhysicsFrame
|
Returns true if the game is inside the fixed process and physics phase of the game loop.
|
setEditorHint
|
|
setIterationsPerSecond
|
|
setPhysicsJitterFix
|
|
setTargetFps
|
|
setTimeScale
|