Engine Class |
The Engine singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
Namespace: Godot
public static class Engine
The Engine type exposes the following members.
Name | Description | |
---|---|---|
![]() ![]() | EditorHint | If true, the script is currently running inside the editor. This is useful for tool scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor: if Engine.editor_hint: draw_gizmos() else: simulate_physics() See 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 pressing F5), use HasFeature(String) with the "editor" argument instead. OS.has_feature("editor") will evaluate to true both when the code is running in the editor and when running the project from the editor, but it will evaluate to false when the code is run from an exported project. |
![]() ![]() | IterationsPerSecond | The number of fixed iterations per second. This controls how often physics simulation and _PhysicsProcess(Single) 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. |
![]() ![]() | PhysicsJitterFix | 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 smoothing 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. |
![]() ![]() | Singleton | |
![]() ![]() | TargetFps | 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 | 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. |
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, silver_sponsors, bronze_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 | Obsolete. |
![]() ![]() | GetLicenseInfo | Returns Dictionary of licenses used by Godot and included third party components. |
![]() ![]() | GetLicenseText | Returns Godot license text. |
![]() ![]() | GetMainLoop | |
![]() ![]() | 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 | Obsolete. |
![]() ![]() | GetSingleton | Returns a global singleton with given name. Often used for plugins, e.g. GodotPayment on Android. |
![]() ![]() | GetTargetFps | Obsolete. |
![]() ![]() | GetTimeScale | Obsolete. |
![]() ![]() | 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: 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 |
![]() ![]() | HasSingleton | Returns true if a singleton with given name exists in global scope. |
![]() ![]() | IsEditorHint | Obsolete. |
![]() ![]() | IsInPhysicsFrame | Returns true if the game is inside the fixed process and physics phase of the game loop. |
![]() ![]() | SetEditorHint | Obsolete. |
![]() ![]() | SetIterationsPerSecond | Obsolete. |
![]() ![]() | SetPhysicsJitterFix | Obsolete. |
![]() ![]() | SetTargetFps | Obsolete. |
![]() ![]() | SetTimeScale | Obsolete. |