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.