The godot.Engine
singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
Static variables
staticEDITOR_HINT:Bool
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:
draw_gizmos()
else:
simulate_physics()
See [https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html](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 godot.OS.hasFeature
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.
staticITERATIONS_PER_SECOND:Int
The number of fixed iterations per second. This controls how often physics simulation and godot.Node._PhysicsProcess
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 godot.Engine.targetFps
and .
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 godot.Engine.iterationsPerSecond
above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
staticPHYSICS_JITTER_FIX:Single
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 godot.Engine.physicsJitterFix
to 0
.
staticPRINT_ERROR_MESSAGES:Bool
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 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.
staticTARGET_FPS:Int
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
staticTIME_SCALE:Single
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.
Static methods
staticgetAuthorInfo():Dictionary
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
staticgetCopyrightInfo():Array
Returns an Array of copyright information Dictionaries.
name
- String, component name
parts
- Array of Dictionaries {files
, copyright
, license
} describing subsections of the component
staticgetDonorInfo():Dictionary
Returns a Dictionary of Arrays of donor names.
{platinum_sponsors
, gold_sponsors
, silver_sponsors
, bronze_sponsors
, mini_sponsors
, gold_donors
, silver_donors
, bronze_donors
}
staticgetFramesDrawn():Int
Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with --disable-render-loop
via command line, godot.Engine.getFramesDrawn
always returns 0
. See godot.Engine.getIdleFrames
.
staticgetIdleFrames():UInt64
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 godot.Engine.getFramesDrawn
and godot.Engine.getPhysicsFrames
.
godot.Engine.getIdleFrames
can be used to run expensive logic less often without relying on a godot.Timer
:
func _process(_delta):
if Engine.get_idle_frames() % 2 == 0:
pass # Run expensive logic only once every 2 idle (render) frames here.
staticgetLicenseInfo():Dictionary
Returns Dictionary of licenses used by Godot and included third party components.
staticgetPhysicsFrames():UInt64
Returns the total number of frames passed since engine initialization which is advanced on each physics frame. See also godot.Engine.getIdleFrames
.
godot.Engine.getPhysicsFrames
can be used to run expensive logic less often without relying on a godot.Timer
:
func _physics_process(_delta):
if Engine.get_physics_frames() % 2 == 0:
pass # Run expensive logic only once every 2 physics frames here.
staticgetPhysicsInterpolationFraction():Single
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.
staticgetSingleton(name:String):Object
Returns a global singleton with given name
. Often used for plugins, e.g. GodotPayment
on Android.
staticgetVersionInfo():Dictionary
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
statichasSingleton(name:String):Bool
Returns true
if a singleton with given name
exists in global scope.
staticisInPhysicsFrame():Bool
Returns true
if the game is inside the fixed process and physics phase of the game loop.