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.
Returns engine author information in a Dictionary. [code]lead_developers[/code] - Array of Strings, lead developer names [code]founders[/code] - Array of Strings, founder names [code]project_managers[/code] - Array of Strings, project manager names [code]developers[/code] - Array of Strings, developer names
Returns an Array of copyright information Dictionaries. [code]name[/code] - String, component name [code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} describing subsections of the component
Returns a Dictionary of Arrays of donor names. {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames].
Returns the frames per second of the running game.
Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
Returns Dictionary of licenses used by Godot and included third party components.
Returns Godot license text.
Returns the main loop object (see [MainLoop] and [SceneTree]).
Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b].
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.
Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. [code]GodotPayment[/code] on Android.
Returns the current engine version information in a Dictionary. [code]major[/code] - Holds the major version number as an int [code]minor[/code] - Holds the minor version number as an int [code]patch[/code] - Holds the patch version number as an int [code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below) [code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String [code]build[/code] - Holds the build name (e.g. "custom_build") as a String [code]hash[/code] - Holds the full Git commit hash as a String [code]year[/code] - Holds the year the version was released in as an int [code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String The [code]hex[/code] 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 [code]0x03010C[/code]. [b]Note:[/b] 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]
Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
- If [code]true[/code], it is running inside the editor. Useful for tool scripts.
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
- 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 in-game clock and real clock, but allows to 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.
- The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
- 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.