Engine

    Category: Core

    Access to basic engine properties.

    Properties

    get_author_info ( ) const
    get_copyright_info ( ) const
    get_donor_info ( ) const
    get_frames_drawn ( )
    get_frames_per_second ( ) const
    get_license_info ( ) const
    get_license_text ( ) const
    get_main_loop ( ) const
    get_singleton ( name ) const
    Dictionary ( ) const
    bool ( String name ) const
    is_in_physics_frame ( ) const

    Description

    The class allows you to query and modify the game’s run-time parameters, such as frames per second, time scale, and others.

    • editor_hint

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


    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

    • 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.


    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

    • 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

    “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


    • 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.


    Returns the frames per second of the running game.


    • 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.


    • get_main_loop ( ) const

    • Object get_singleton ( name ) 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)

    - 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 + + patch + status + build in a single String


    • has_singleton ( String name ) const

    • is_in_physics_frame ( ) const

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