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

NameTypeDescription
editorHint[get, set] boolIf true, it is running inside the editor. Useful for tool scripts.
iterationsPerSecond[get, set] longThe number of fixed iterations per second (for fixed process and physics).
physicsJitterFix[get, set] doubleControls 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] longThe 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] doubleControls 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

NameDescription
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