Class Engine
Provides access to engine properties.
- Inheritance
-
Engine
Remarks
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
max_fps
The maximum number of frames that can be rendered every second (FPS). A value of 0
means the framerate is uncapped.
Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
If display/window/vsync/vsync_mode is Enabled or Adaptive, the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
If display/window/vsync/vsync_mode is Enabled, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will reduce input lag while avoiding tearing.
See also physics_ticks_per_second and application/run/max_fps.
Note: The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project's logic and rendering.
Note: If 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.
var max_fps : int = 0
Property Value
Remarks
max_physics_steps_per_frame
The maximum number of physics steps that can be simulated each rendered frame.
Note: The default value is tuned to prevent expensive physics simulations from triggering even 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.
var max_physics_steps_per_frame : int = 8
Property Value
Remarks
physics_jitter_fix
How much physics ticks are synchronized with real time. If 0
or less, the ticks are fully synchronized. Higher values cause the in-game clock to deviate more from the real clock, but they smooth out framerate jitters.
Note: The default value of 0.5
should be good enough for most cases; values above 2
could cause the game to react to dropped frames with a noticeable delay and are not recommended.
Note: When using a custom physics interpolation solution, or within a network game, it's recommended to disable the physics jitter fix by setting this property to 0
.
var physics_jitter_fix : float = 0.5
Property Value
Remarks
physics_ticks_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 max_fps and 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.
var physics_ticks_per_second : int = 60
Property Value
Remarks
print_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 application/run/disable_stderr project setting.
Note: This property does not impact the editor's Errors tab when running a project from the editor.
Warning: If set to false
anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. 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).
var print_error_messages : bool = true
Property Value
Remarks
print_to_stdout
If false
, stops printing messages (for example using @GlobalScope.print) to the console, log files, and editor Output log. This property is equivalent to the application/run/disable_stdout project setting.
Note: This does not stop printing errors or warnings produced by scripts to the console or log files, for more details see print_error_messages.
var print_to_stdout : bool = true
Property Value
Remarks
time_scale
The speed multiplier at which the in-game clock updates, compared to real time. For example, if set to 2.0
the game runs twice as fast, and if set to 0.5
the game runs half as fast.
This value affects Timer, SceneTreeTimer, and all other simulations that make use of delta
time (such as Node._process and Node._physics_process).
Note: It's recommended to keep this property above 0.0
, as the game may behave unexpectedly otherwise.
Note: This does not affect audio playback speed. Use playback_speed_scale to adjust audio playback speed independently of time_scale.
Note: This does not automatically adjust physics_ticks_per_second. With values 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 modifying time_scale to speed up simulation by a large factor, consider also increasing physics_ticks_per_second to make the simulation more reliable.
var time_scale : float = 1.0
Property Value
Remarks
Methods
get_architecture_name
Qualifiers: const
Returns the name of the CPU architecture the Godot binary was built for. Possible return values include "x86_64"
, "x86_32"
, "arm64"
, "arm32"
, "rv64"
, "riscv"
, "ppc64"
, "ppc"
, "wasm64"
, and "wasm32"
.
To detect whether the current build is 64-bit, or the type of architecture, don't use the architecture name. Instead, use OS.has_feature to check for the "64"
feature tag, or tags such as "x86"
or "arm"
. See the Feature Tags documentation for more details.
Note: This method does not return the name of the system's CPU architecture (like get_processor_name). For example, when running an x86_32
Godot binary on an x86_64
system, the returned value will still be "x86_32"
.
String get_architecture_name
get_author_info
Qualifiers: const
Returns the engine author information as a Dictionary, where each entry is an Array of strings with the names of notable contributors to the Godot Engine: lead_developers
, founders
, project_managers
, and developers
.
Dictionary get_author_info
get_copyright_info
Qualifiers: const
Returns an Array of dictionaries with copyright information for every component of Godot's source code.
Every Dictionary contains a name
identifier, and a parts
array of dictionaries. It describes the component in detail with the following entries:
Dictionary[] get_copyright_info
get_donor_info
Qualifiers: const
Returns a Dictionary of categorized donor names. Each entry is an Array of strings:
{platinum_sponsors
, gold_sponsors
, silver_sponsors
, bronze_sponsors
, mini_sponsors
, gold_donors
, silver_donors
, bronze_donors
}
Dictionary get_donor_info
get_frames_drawn
Returns the total number of frames drawn since the engine started.
Note: On headless platforms, or if rendering is disabled with --disable-render-loop
via command line, this method always returns 0
. See also get_process_frames.
int get_frames_drawn
get_frames_per_second
Qualifiers: const
Returns the average frames rendered every second (FPS), also known as the framerate.
float get_frames_per_second
get_license_info
Qualifiers: const
Returns a Dictionary of licenses used by Godot and included third party components. Each entry is a license name (such as "Expat") and its associated text.
Dictionary get_license_info
get_license_text
Qualifiers: const
Returns the full Godot license text.
String get_license_text
get_main_loop
Qualifiers: const
Returns the instance of the MainLoop. This is usually the main SceneTree and is the same as get_tree.
Note: The type instantiated as the main loop can changed with application/run/main_loop_type.
MainLoop get_main_loop
get_physics_frames
Qualifiers: const
Returns the total number of frames passed since the engine started. This number is increased every physics frame. See also get_process_frames.
This method can be used to run expensive logic less often without relying on a Timer:
int get_physics_frames
get_physics_interpolation_fraction
Qualifiers: 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.
float get_physics_interpolation_fraction
get_process_frames
Qualifiers: const
Returns the total number of frames passed since the engine started. This number is increased every process frame, regardless of whether the render loop is enabled. See also get_frames_drawn and get_physics_frames.
This method can be used to run expensive logic less often without relying on a Timer:
int get_process_frames
get_script_language(int)
Qualifiers: const
Returns an instance of a ScriptLanguage with the given index
.
ScriptLanguage get_script_language(int index)
Parameters
index
int
get_script_language_count
Returns the number of available script languages. Use with Engine.get_script_language.
int get_script_language_count
get_singleton(StringName)
Qualifiers: const
Returns the global singleton with the given name
, or null
if it does not exist. Often used for plugins. See also Engine.has_singleton and get_singleton_list.
Note: Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
Object get_singleton(StringName name)
Parameters
name
StringName
get_singleton_list
Qualifiers: const
Returns a list of names of all available global singletons. See also Engine.get_singleton.
PackedStringArray get_singleton_list
get_version_info
Qualifiers: const
Returns the current engine version information as a Dictionary containing the following entries:
major
- Major version number as an int;minor
- Minor version number as an int;patch
- Patch version number as an int;hex
- Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below);status
- Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String;build
- Build name (e.g. "custom_build") as a String;hash
- Full Git commit hash as a String;timestamp
- Holds the Git commit date UNIX timestamp in seconds as an int, or0
if unavailable;string
-major
,minor
,patch
,status
, andbuild
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: The hex
value is still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for quick version comparisons from code:
Dictionary get_version_info
get_write_movie_path
Qualifiers: const
Returns the path to the MovieWriter's output file, or an empty string if the engine wasn't started in Movie Maker mode. The default path can be changed in editor/movie_writer/movie_file.
String get_write_movie_path
has_singleton(StringName)
Qualifiers: const
Returns true
if a singleton with the given name
exists in the global scope. See also Engine.get_singleton.
print(Engine.has_singleton("OS")) # Prints true
print(Engine.has_singleton("Engine")) # Prints true
print(Engine.has_singleton("AudioServer")) # Prints true
print(Engine.has_singleton("Unknown")) # Prints false
Note: Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
bool has_singleton(StringName name)
Parameters
name
StringName
is_editor_hint
Qualifiers: const
Returns true
if the script is currently running inside the editor, otherwise returns false
. 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:
See Running code in the editor in the documentation for more information.
Note: To detect whether the script is running on an editor build (such as when pressing F5
), use OS.has_feature with the "editor"
argument instead. OS.has_feature("editor")
evaluate to true
both when the script is running in the editor and when running the project from the editor, but returns false
when run from an exported project.
bool is_editor_hint
is_embedded_in_editor
Qualifiers: const
Returns true
if the engine is running embedded in the editor. This is useful to prevent attempting to update window mode or window flags that are not supported when running the project embedded in the editor.
bool is_embedded_in_editor
is_in_physics_frame
Qualifiers: const
Returns true
if the engine is inside the fixed physics process step of the main loop.
func _enter_tree():
# Depending on when the node is added to the tree,
# prints either "true" or "false".
print(Engine.is_in_physics_frame())
func _process(delta):
print(Engine.is_in_physics_frame()) # Prints false
func _physics_process(delta):
print(Engine.is_in_physics_frame()) # Prints true
bool is_in_physics_frame
register_script_language(ScriptLanguage)
Registers a ScriptLanguage instance to be available with ScriptServer
.
Returns:
@GlobalScope.OK on success;
@GlobalScope.ERR_UNAVAILABLE if
ScriptServer
has reached the limit and cannot register any new language;@GlobalScope.ERR_ALREADY_EXISTS if
ScriptServer
already contains a language with similar extension/name/type.
int register_script_language(ScriptLanguage language)
Parameters
language
ScriptLanguage
register_singleton(StringName, Object)
Registers the given Object instance
as a singleton, available globally under name
. Useful for plugins.
void register_singleton(StringName name, Object instance)
Parameters
name
StringNameinstance
Object
unregister_script_language(ScriptLanguage)
Unregisters the ScriptLanguage instance from ScriptServer
.
Returns:
@GlobalScope.OK on success;
@GlobalScope.ERR_DOES_NOT_EXIST if the language is not registered in
ScriptServer
.
int unregister_script_language(ScriptLanguage language)
Parameters
language
ScriptLanguage
unregister_singleton(StringName)
Removes the singleton registered under name
. The singleton object is not freed. Only works with user-defined singletons registered with Engine.register_singleton.
void unregister_singleton(StringName name)
Parameters
name
StringName