Inherits: Object

Category: Core

Brief Description

Access to basic engine properties.

Member Variables

  • bool editor_hint - If true, it is running inside the editor. Useful for tool scripts.
  • int iterations_per_second - The number of fixed iterations per second (for fixed process and physics).
  • int 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 - 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.


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

Member Function Description

  • 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 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

“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

“string” - major + minor + patch + status + build in a single String

  • bool is_in_physics_frame ( ) const

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