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.
Properties¶
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Methods¶
get_architecture_name ( ) const |
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get_author_info ( ) const |
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get_copyright_info ( ) const |
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get_donor_info ( ) const |
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get_frames_drawn ( ) |
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get_frames_per_second ( ) const |
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get_license_info ( ) const |
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get_license_text ( ) const |
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get_main_loop ( ) const |
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get_physics_frames ( ) const |
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get_physics_interpolation_fraction ( ) const |
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get_process_frames ( ) const |
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get_script_language ( int index ) const |
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get_singleton ( StringName name ) const |
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get_singleton_list ( ) const |
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get_version_info ( ) const |
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get_write_movie_path ( ) const |
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has_singleton ( StringName name ) const |
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is_editor_hint ( ) const |
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is_in_physics_frame ( ) const |
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register_script_language ( ScriptLanguage language ) |
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void |
register_singleton ( StringName name, Object instance ) |
unregister_script_language ( ScriptLanguage language ) |
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void |
unregister_singleton ( StringName name ) |
Property Descriptions¶
int max_fps = 0
The maximum number of frames per second that can be rendered. A value of 0
means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
If ProjectSettings.display/window/vsync/vsync_mode is Enabled
or Adaptive
, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
If ProjectSettings.display/window/vsync/vsync_mode is Enabled
, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will reduce input lag while avoiding tearing.
If ProjectSettings.display/window/vsync/vsync_mode is Disabled
, limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also physics_ticks_per_second and ProjectSettings.application/run/max_fps.
int max_physics_steps_per_frame = 8
Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than 1 / max_physics_steps_per_frame
of physics_ticks_per_second. This occurs even if delta
is consistently used in physics calculations. To avoid this, increase max_physics_steps_per_frame if you have increased physics_ticks_per_second significantly above its default value.
float physics_jitter_fix = 0.5
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
.
int physics_ticks_per_second = 60
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 max_fps and ProjectSettings.physics/common/physics_ticks_per_second.
Note: Only max_physics_steps_per_frame physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if delta
is used consistently in physics calculations). Therefore, it is recommended to also increase max_physics_steps_per_frame if increasing physics_ticks_per_second significantly above its default value.
bool print_error_messages = true
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.
float time_scale = 1.0
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¶
String get_architecture_name ( ) const
Returns the name of the CPU architecture the Godot binary was built for. Possible return values are x86_64
, x86_32
, arm64
, arm32
, rv64
, riscv
, ppc64
, ppc
, wasm64
and wasm32
.
To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have 64
in their name:
if "64" in Engine.get_architecture_name():
print("Running a 64-bit build of Godot.")
else:
print("Running a 32-bit build of Godot.")
if (Engine.GetArchitectureName().Contains("64"))
GD.Print("Running a 64-bit build of Godot.");
else
GD.Print("Running a 32-bit build of Godot.");
Note: get_architecture_name does not return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be x86_32
.
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
Dictionary[] 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
, 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_process_frames.
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).
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_process_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.
public override void _PhysicsProcess(double delta)
{
base._PhysicsProcess(delta);
if (Engine.GetPhysicsFrames() % 2 == 0)
{
// 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.
int get_process_frames ( ) const
Returns the total number of frames passed since engine initialization which is advanced on each process frame, regardless of whether the render loop is enabled. See also get_frames_drawn and get_physics_frames.
get_process_frames can be used to run expensive logic less often without relying on a Timer:
func _process(_delta):
if Engine.get_process_frames() % 2 == 0:
pass # Run expensive logic only once every 2 process (render) frames here.
public override void _Process(double delta)
{
base._Process(delta);
if (Engine.GetProcessFrames() % 2 == 0)
{
// Run expensive logic only once every 2 physics frames here.
}
}
ScriptLanguage get_script_language ( int index ) const
Returns an instance of a ScriptLanguage with the given index.
int get_script_language_count ( )
Returns the number of available script languages. Use with get_script_language.
Object get_singleton ( StringName name ) const
Returns a global singleton with given name
. Often used for plugins, e.g. GodotPayments.
PackedStringArray get_singleton_list ( ) const
Returns a list of available global singletons.
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
else:
# Do things specific to versions before 3.2
if ((int)Engine.GetVersionInfo()["hex"] >= 0x030200)
{
// Do things specific to version 3.2 or later
}
else
{
// Do things specific to versions before 3.2
}
String get_write_movie_path ( ) const
Returns the path to the MovieWriter's output file, or an empty string if the engine wasn't started in Movie Maker mode. This path can be absolute or relative depending on how the user specified it.
bool has_singleton ( StringName name ) const
Returns true
if a singleton with given name
exists in global scope.
bool is_editor_hint ( ) const
Returns true
if the script is currently running inside the editor, false
otherwise. 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.is_editor_hint():
draw_gizmos()
else:
simulate_physics()
if (Engine.IsEditorHint())
DrawGizmos();
else
SimulatePhysics();
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.
bool is_in_physics_frame ( ) const
Returns true
if the game is inside the fixed process and physics phase of the game loop.
Error register_script_language ( ScriptLanguage language )
Registers a ScriptLanguage instance to be available with ScriptServer
.
Returns:
@GlobalScope.OK on success
@GlobalScope.ERR_UNAVAILABLE if
ScriptServer
has reached it limit and cannot register any new language@GlobalScope.ERR_ALREADY_EXISTS if
ScriptServer
already contains a language with similar extension/name/type
void register_singleton ( StringName name, Object instance )
Registers the given object as a singleton, globally available under name
.
Error unregister_script_language ( ScriptLanguage language )
Unregisters the ScriptLanguage instance from ScriptServer
.
Returns:
@GlobalScope.OK on success
@GlobalScope.ERR_DOES_NOT_EXIST if the language is already not registered in
ScriptServer
void unregister_singleton ( StringName name )
Unregisters the singleton registered under name
. The singleton object is not freed. Only works with user-defined singletons created with register_singleton.