Engine
Inherits: Object
Category: Core
Brief Description
Access to basic engine properties.
Properties
bool | editor_hint |
int | iterations_per_second |
float | physics_jitter_fix |
int | target_fps |
float | time_scale |
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 |
Dictionary | get_license_info ( ) const |
String | get_license_text ( ) const |
MainLoop | get_main_loop ( ) const |
Object | get_singleton ( String name ) const |
Dictionary | get_version_info ( ) const |
bool | has_singleton ( String name ) const |
bool | is_in_physics_frame ( ) const |
Description
The Engine
class allows you to query and modify the game’s run-time parameters, such as frames per second, time scale, and others.
Property Descriptions
- bool editor_hint
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
Setter | set_iterations_per_second(value) |
Getter | get_iterations_per_second() |
The number of fixed iterations per second (for fixed process and physics).
- float physics_jitter_fix
Setter | set_physics_jitter_fix(value) |
Getter | get_physics_jitter_fix() |
- int target_fps
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. Defaults to 0, which indicates no limit.
- float time_scale
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
- Array 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”, “mini_sponsors”, “gold_donors”, “silver_donors”, “bronze_donors”}
- int get_frames_drawn ( )
Returns the total number of frames drawn.
- 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).
- 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 an 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 that 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 is_in_physics_frame ( ) const
Returns true
if the game is inside the fixed process and physics phase of the game loop.