Engine

Inherits: Object

Category: Core

Brief Description

Access to basic engine properties.

Properties

booleditor_hint
intiterations_per_second
floatphysics_jitter_fix
inttarget_fps
floattime_scale

Methods

Dictionaryget_author_info ( ) const
Arrayget_copyright_info ( ) const
Dictionaryget_donor_info ( ) const
intget_frames_drawn ( )
floatget_frames_per_second ( ) const
Dictionaryget_license_info ( ) const
Stringget_license_text ( ) const
MainLoopget_main_loop ( ) const
Objectget_singleton ( String name ) const
Dictionaryget_version_info ( ) const
boolhas_singleton ( String name ) const
boolis_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

Setterset_editor_hint(value)
Getteris_editor_hint()

If true, it is running inside the editor. Useful for tool scripts.


  • int iterations_per_second
Setterset_iterations_per_second(value)
Getterget_iterations_per_second()

The number of fixed iterations per second (for fixed process and physics).


  • float physics_jitter_fix
Setterset_physics_jitter_fix(value)
Getterget_physics_jitter_fix()

  • int target_fps
Setterset_target_fps(value)
Getterget_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.


Setterset_time_scale(value)
Getterget_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

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


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.


Returns Dictionary of licenses used by Godot and included third party components.


  • String get_license_text ( ) const

Returns Godot license text.


Returns the main loop object (see MainLoop and SceneTree).



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:

  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


  • bool is_in_physics_frame ( ) const

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