Engine

    Access to engine properties.

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

    get_author_info ( ) const
    get_copyright_info ( ) const
    get_donor_info ( ) const
    get_frames_drawn ( )
    get_frames_per_second ( ) const
    get_idle_frames ( ) const
    get_license_info ( ) const
    get_license_text ( ) const
    get_main_loop ( ) const
    get_physics_frames ( ) const
    get_physics_interpolation_fraction ( ) const
    get_singleton ( name ) const
    Dictionary ( ) const
    bool ( String name ) const
    is_in_physics_frame ( ) const
    • editor_hint

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


    • int iterations_per_second
    Default60
    Setterset_iterations_per_second(value)
    Getterget_iterations_per_second()

    The number of fixed iterations per second. This controls how often physics simulation and 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.


    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 to 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.


    • int target_fps
    Default0
    Setterset_target_fps(value)
    Getterget_target_fps()

    The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.


    • 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.

    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


    • get_copyright_info ( ) const

    - 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, silver_sponsors, bronze_sponsors, mini_sponsors, gold_donors, silver_donors, bronze_donors}


    • get_frames_drawn ( )

    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 get_idle_frames.


    • get_frames_per_second ( ) const

    Returns the frames per second of the running game.


    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 get_frames_drawn.


    • 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

    Returns the main loop object (see MainLoop and ).


    • int get_physics_frames ( ) const

    Returns the total number of frames passed since engine initialization which is advanced on each physics frame.


    • 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.


    • Object get_singleton ( name ) const

    Returns the current engine version information in a Dictionary.

    major - Holds the major version number as an int

    - 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:


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


    • is_in_physics_frame ( ) const