Engine

Inherits: Object

Provides 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

int

max_fps

0

int

max_physics_steps_per_frame

8

float

physics_jitter_fix

0.5

int

physics_ticks_per_second

60

bool

print_error_messages

true

float

time_scale

1.0

Methods

String

get_architecture_name ( ) const

Dictionary

get_author_info ( ) const

Dictionary[]

get_copyright_info ( ) const

Dictionary

get_donor_info ( ) const

int

get_frames_drawn ( )

float

get_frames_per_second ( ) 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

int

get_process_frames ( ) const

ScriptLanguage

get_script_language ( int index ) const

int

get_script_language_count ( )

Object

get_singleton ( StringName name ) const

PackedStringArray

get_singleton_list ( ) const

Dictionary

get_version_info ( ) const

String

get_write_movie_path ( ) const

bool

has_singleton ( StringName name ) const

bool

is_editor_hint ( ) const

bool

is_in_physics_frame ( ) const

Error

register_script_language ( ScriptLanguage language )

void

register_singleton ( StringName name, Object instance )

Error

unregister_script_language ( ScriptLanguage language )

void

unregister_singleton ( StringName name )


Property Descriptions

int max_fps = 0

  • void set_max_fps ( int value )

  • int get_max_fps ( )

The maximum number of frames per second that can be rendered. A value of 0 means “no limit”. The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.

Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).

If ProjectSettings.display/window/vsync/vsync_mode is Enabled or Adaptive, it takes precedence and the forced FPS number cannot exceed the monitor’s refresh rate.

If ProjectSettings.display/window/vsync/vsync_mode is Enabled, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor’s refresh rate will reduce input lag while avoiding tearing.

If ProjectSettings.display/window/vsync/vsync_mode is Disabled, limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.

See also physics_ticks_per_second and ProjectSettings.application/run/max_fps.


int max_physics_steps_per_frame = 8

  • void set_max_physics_steps_per_frame ( int value )

  • int get_max_physics_steps_per_frame ( )

Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid “spiral of death” situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than 1 / max_physics_steps_per_frame of physics_ticks_per_second. This occurs even if delta is consistently used in physics calculations. To avoid this, increase max_physics_steps_per_frame if you have increased physics_ticks_per_second significantly above its default value.


float physics_jitter_fix = 0.5

  • void set_physics_jitter_fix ( float value )

  • float 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 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.


int physics_ticks_per_second = 60

  • void set_physics_ticks_per_second ( int value )

  • int get_physics_ticks_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 collision tunneling issues, but keep in mind doing so will increase CPU usage. See also max_fps and ProjectSettings.physics/common/physics_ticks_per_second.

Note: Only max_physics_steps_per_frame physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if delta is used consistently in physics calculations). Therefore, it is recommended to also increase max_physics_steps_per_frame if increasing physics_ticks_per_second significantly above its default value.


bool print_error_messages = true

  • void set_print_error_messages ( bool value )

  • bool is_printing_error_messages ( )

If 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 to false anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to false in a @tool script, 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.


float time_scale = 1.0

  • void set_time_scale ( float value )

  • float 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. This also affects Timer and SceneTreeTimer (see SceneTree.create_timer for how to control this).


Method Descriptions

String get_architecture_name ( ) const

Returns the name of the CPU architecture the Godot binary was built for. Possible return values are x86_64, x86_32, arm64, arm32, rv64, riscv, ppc64, ppc, wasm64 and wasm32.

To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have 64 in their name:

GDScriptC#

  1. if "64" in Engine.get_architecture_name():
  2. print("Running a 64-bit build of Godot.")
  3. else:
  4. print("Running a 32-bit build of Godot.")
  1. if (Engine.GetArchitectureName().Contains("64"))
  2. GD.Print("Running a 64-bit build of Godot.");
  3. else
  4. GD.Print("Running a 32-bit build of Godot.");

Note: get_architecture_name does not return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be x86_32.


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


Dictionary[] get_copyright_info ( ) const

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. On headless platforms, or if the render loop is disabled with --disable-render-loop via command line, get_frames_drawn always returns 0. See get_process_frames.


float get_frames_per_second ( ) const

Returns the frames per second of the running game.


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. See also get_process_frames.

get_physics_frames can be used to run expensive logic less often without relying on a Timer:

GDScriptC#

  1. func _physics_process(_delta):
  2. if Engine.get_physics_frames() % 2 == 0:
  3. pass # Run expensive logic only once every 2 physics frames here.
  1. public override void _PhysicsProcess(double delta)
  2. {
  3. base._PhysicsProcess(delta);
  4. if (Engine.GetPhysicsFrames() % 2 == 0)
  5. {
  6. // Run expensive logic only once every 2 physics frames here.
  7. }
  8. }

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.


int get_process_frames ( ) const

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

get_process_frames can be used to run expensive logic less often without relying on a Timer:

GDScriptC#

  1. func _process(_delta):
  2. if Engine.get_process_frames() % 2 == 0:
  3. pass # Run expensive logic only once every 2 process (render) frames here.
  1. public override void _Process(double delta)
  2. {
  3. base._Process(delta);
  4. if (Engine.GetProcessFrames() % 2 == 0)
  5. {
  6. // Run expensive logic only once every 2 physics frames here.
  7. }
  8. }

ScriptLanguage get_script_language ( int index ) const

Returns an instance of a ScriptLanguage with the given index.


int get_script_language_count ( )

Returns the number of available script languages. Use with get_script_language.


Object get_singleton ( StringName name ) const

Returns a global singleton with given name. Often used for plugins, e.g. GodotPayments.


PackedStringArray get_singleton_list ( ) const

Returns a list of available global singletons.


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:

GDScriptC#

  1. if Engine.get_version_info().hex >= 0x030200:
  2. # Do things specific to version 3.2 or later
  3. else:
  4. # Do things specific to versions before 3.2
  1. if ((int)Engine.GetVersionInfo()["hex"] >= 0x030200)
  2. {
  3. // Do things specific to version 3.2 or later
  4. }
  5. else
  6. {
  7. // Do things specific to versions before 3.2
  8. }

String get_write_movie_path ( ) const

Returns the path to the MovieWriter‘s output file, or an empty string if the engine wasn’t started in Movie Maker mode. This path can be absolute or relative depending on how the user specified it.


bool has_singleton ( StringName name ) const

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


bool is_editor_hint ( ) const

Returns true if the script is currently running inside the editor, false otherwise. 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:

GDScriptC#

  1. if Engine.is_editor_hint():
  2. draw_gizmos()
  3. else:
  4. simulate_physics()
  1. if (Engine.IsEditorHint())
  2. DrawGizmos();
  3. else
  4. SimulatePhysics();

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 OS.has_feature 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.


bool is_in_physics_frame ( ) const

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


Error register_script_language ( ScriptLanguage language )

Registers a ScriptLanguage instance to be available with ScriptServer.

Returns:


void register_singleton ( StringName name, Object instance )

Registers the given object as a singleton, globally available under name.


Error unregister_script_language ( ScriptLanguage language )

Unregisters the ScriptLanguage instance from ScriptServer.

Returns:


void unregister_singleton ( StringName name )

Unregisters the singleton registered under name. The singleton object is not freed. Only works with user-defined singletons created with register_singleton.

Previous Next


© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

Built with Sphinx using a theme provided by Read the Docs.