Access to basic engine properties.
    public static class Engine

The Engine class allows you to query and modify the game’s run-time parameters, such as frames per second, time scale, and others.

Inheritance Chain

Static Properties

    public static bool EditorHint { get; set; }

If true, it is running inside the editor. Useful for tool scripts.

    public static int IterationsPerSecond { get; set; }

The number of fixed iterations per second (for fixed process and physics).

    public static float PhysicsJitterFix { get; set; }

    public static Object Singleton { get; }

    public static int TargetFps { get; set; }

The desired frames per second. If the hardware cannot keep up, this setting may not be respected. Defaults to 0, which indicates no limit.

    public static float TimeScale { get; set; }

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

    public static Dictionary GetAuthorInfo()

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

    public static Godot.Collections.Array GetCopyrightInfo()

Returns an Array of copyright information Dictionaries.

“name” - String, component name

“parts” - Array of Dictionaries {“files”, “copyright”, “license”} describing subsections of the component

    public static Dictionary GetDonorInfo()

Returns a Dictionary of Arrays of donor names.

{“platinum_sponsors”, “gold_sponsors”, “mini_sponsors”, “gold_donors”, “silver_donors”, “bronze_donors”}

    public static int GetFramesDrawn()

Returns the total number of frames drawn.

    public static float GetFramesPerSecond()

Returns the frames per second of the running game.

    public static int GetIterationsPerSecond()

Getter for IterationsPerSecond

    public static Dictionary GetLicenseInfo()

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

    public static string GetLicenseText()

Returns Godot license text.

    public static MainLoop GetMainLoop()

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

    public static float GetPhysicsJitterFix()

Getter for PhysicsJitterFix

    public static Object GetSingleton(string name)

    public static int GetTargetFps()

Getter for TargetFps

    public static float GetTimeScale()

Getter for TimeScale

    public static Dictionary GetVersionInfo()

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 an 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

“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 that 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:

[codeblock]

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

[/codeblock]

    public static bool HasSingleton(string name)

    public static bool IsEditorHint()

Getter for EditorHint

    public static bool IsInPhysicsFrame()

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

    public static void SetEditorHint(bool enabled)

Setter for EditorHint

    public static void SetIterationsPerSecond(int iterationsPerSecond)

Setter for IterationsPerSecond

    public static void SetPhysicsJitterFix(float physicsJitterFix)

Setter for PhysicsJitterFix

    public static void SetTargetFps(int targetFps)

Setter for TargetFps

    public static void SetTimeScale(float timeScale)

Setter for TimeScale

Tags: