class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object Engine
Provides 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.

int max_fps<>():int

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<>():int

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<>():float

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 good enough 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<>():int

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<>():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 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<>():float

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).

Note: This does not affect audio playback speed. Use AudioServer.playback_speed_scale to adjust audio playback speed independently of time_scale.

Note: This does not automatically adjust physics_ticks_per_second, which means that with time scales above 1.0, physics simulation may become less precise (as each physics tick will stretch over a larger period of engine time). If you're using time_scale to speed up simulation by a large factor, consider increasing physics_ticks_per_second as well to improve physics reliability.

String get_architecture_name<>():String

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.")

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<>():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

Dictionary[] get_copyright_info<>():Dictionary[]

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<>():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}

int get_frames_drawn<>():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, get_frames_drawn always returns 0. See get_process_frames.

float get_frames_per_second<>():float

Returns the frames per second of the running game.

Dictionary get_license_info<>():Dictionary

Returns Dictionary of licenses used by Godot and included third party components.

String get_license_text<>():String

Returns Godot license text.

MainLoop get_main_loop<>():MainLoop

Returns the main loop object (see MainLoop and SceneTree).

int get_physics_frames<>():int

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.
float get_physics_interpolation_fraction<>():float

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<>():int

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.
ScriptLanguage get_script_language<>( int index=, index:int=, ):ScriptLanguage

Returns an instance of a ScriptLanguage with the given index.

int get_script_language_count<>():int

Returns the number of available script languages. Use with get_script_language.

Object get_singleton<>( StringName name=, name:StringName=, ):Object

Returns a global singleton with given name. Often used for plugins, e.g. GodotPayments.

PackedStringArray get_singleton_list<>():PackedStringArray

Returns a list of available global singletons.

Dictionary get_version_info<>():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

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
String get_write_movie_path<>():String

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=, name:StringName=, ):bool

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

bool is_editor_hint<>():bool

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()

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<>():bool

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

Error register_script_language<>( ScriptLanguage language=, language:ScriptLanguage=, ):Error

Registers a ScriptLanguage instance to be available with ScriptServer.

Returns:

void register_singleton<>( StringName name=, name:StringName=, Object instance=, instance:Object=, ):void

Registers the given object as a singleton, globally available under name.

Error unregister_script_language<>( ScriptLanguage language=, language:ScriptLanguage=, ):Error

Unregisters the ScriptLanguage instance from ScriptServer.

Returns:

void unregister_singleton<>( StringName name=, name:StringName=, ):void

Unregisters the singleton registered under name. The singleton object is not freed. Only works with user-defined singletons created with register_singleton.




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