Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Engine

Inherits: Object

Provides access to engine properties.

Description

The Engine singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. It also stores information about the current build of Godot, such as the current version.

Properties

int

max_fps

0

int

max_physics_steps_per_frame

8

float

physics_jitter_fix

0.5

int

physics_ticks_per_second

60

bool

print_error_messages

true

float

time_scale

1.0

Methods

String

get_architecture_name() const

Dictionary

get_author_info() const

Array[Dictionary]

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

int

get_physics_frames() const

float

get_physics_interpolation_fraction() const

int

get_process_frames() const

ScriptLanguage

get_script_language(index: int) const

int

get_script_language_count()

Object

get_singleton(name: StringName) const

PackedStringArray

get_singleton_list() const

Dictionary

get_version_info() const

String

get_write_movie_path() const

bool

has_singleton(name: StringName) const

bool

is_editor_hint() const

bool

is_in_physics_frame() const

Error

register_script_language(language: ScriptLanguage)

void

register_singleton(name: StringName, instance: Object)

Error

unregister_script_language(language: ScriptLanguage)

void

unregister_singleton(name: StringName)


Property Descriptions

int max_fps = 0

  • void set_max_fps(value: int)

  • int