Inherits: Object

Access to engine properties.


The Engine 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 ( String name ) const


get_version_info ( ) const


has_singleton ( String name ) const


is_in_physics_frame ( ) const

Property Descriptions

bool editor_hint = true

  • void set_editor_hint ( bool value )

  • bool is_editor_hint ( )

If true, the script is currently running inside the editor. This is useful for tool scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:

if Engine.editor_hint:

See Running code in the editor in the documentation for more information.

Note: To detect whether the script is run from an editor build (e.g. when pressing F5), use OS.has_feature with the "editor" argument instead. OS.has_feature("editor") will evaluate to true both when the code is running in the editor and when running the project from the editor, but it will evaluate to false when the code is run from an exported project.

int iterations_per_second = 60

  • void set_iterations_per_second ( int value )

  • int get_iterations_per_second ( )

The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process 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 collision tunneling issues, but keep in mind doing so will increase CPU usage. See also target_fps and ProjectSettings.physics/common/physics_fps.

Note: Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if delta is used consistently in physics calculations). Therefore, it is recommended not to increase iterations_per_second above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.

float physics_jitter_fix = 0.5

  • void set_physics_jitter_fix ( float value )

  • float get_physics_jitter_fix ( )

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 the in-game clock and real clock but 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.

Note: For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting physics_jitter_fix to 0.

bool print_error_messages = true

  • void set_print_error_messages ( bool value )

  • bool is_printing_error_messages ( )

If false, stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the ProjectSettings.application/run/disable_stderr project setting.

Warning: If you set this to false anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to false in a tool script, this will also impact the editor itself. Do not report bugs before ensuring error messages are enabled (as they are by default).

Note: This property does not impact the editor's Errors tab when running a project from the editor.

int target_fps = 0

  • void set_target_fps ( int value )

  • int get_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.

float time_scale = 1.0

  • void set_time_scale ( float value )

  • float 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. This also affects Timer and SceneTreeTimer (see SceneTree.create_timer for how to control this).

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

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

int get_frames_drawn ( )

Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with --disable-render-loop via command line, get_frames_drawn always returns 0. See get_idle_frames.

float get_frames_per_second ( ) const

Returns the frames per second of the running game.

int get_idle_frames ( ) const

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 and get_physics_frames.

get_idle_frames can be used to run expensive logic less often without relying on a Timer:

func _process(_delta):
    if Engine.get_idle_frames() % 2 == 0:
        pass  # Run expensive logic only once every 2 idle (render) frames here.

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).

int get_physics_frames ( ) const

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

get_physics_frames can be used to run expensive logic less often without relying on a Timer:

func _physics_process(_delta):
    if Engine.get_physics_frames() % 2 == 0:
        pass  # Run expensive logic only once every 2 physics frames here.

float 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 ( String name ) const

Returns a global singleton with given name. Often used for plugins, e.g. GodotPayment on Android.

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 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:

if Engine.get_version_info().hex >= 0x030200:
    # Do things specific to version 3.2 or later
    # Do things specific to versions before 3.2

bool has_singleton ( String name ) const

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

bool is_in_physics_frame ( ) const

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