class_engine.rst 41 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Engine.xml.
  6. .. _class_Engine:
  7. Engine
  8. ======
  9. **Inherits:** :ref:`Object<class_Object>`
  10. Provides access to engine properties.
  11. .. rst-class:: classref-introduction-group
  12. Description
  13. -----------
  14. 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.
  15. .. rst-class:: classref-reftable-group
  16. Properties
  17. ----------
  18. .. table::
  19. :widths: auto
  20. +---------------------------+---------------------------------------------------------------------------------------+----------+
  21. | :ref:`int<class_int>` | :ref:`max_fps<class_Engine_property_max_fps>` | ``0`` |
  22. +---------------------------+---------------------------------------------------------------------------------------+----------+
  23. | :ref:`int<class_int>` | :ref:`max_physics_steps_per_frame<class_Engine_property_max_physics_steps_per_frame>` | ``8`` |
  24. +---------------------------+---------------------------------------------------------------------------------------+----------+
  25. | :ref:`float<class_float>` | :ref:`physics_jitter_fix<class_Engine_property_physics_jitter_fix>` | ``0.5`` |
  26. +---------------------------+---------------------------------------------------------------------------------------+----------+
  27. | :ref:`int<class_int>` | :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` | ``60`` |
  28. +---------------------------+---------------------------------------------------------------------------------------+----------+
  29. | :ref:`bool<class_bool>` | :ref:`print_error_messages<class_Engine_property_print_error_messages>` | ``true`` |
  30. +---------------------------+---------------------------------------------------------------------------------------+----------+
  31. | :ref:`float<class_float>` | :ref:`time_scale<class_Engine_property_time_scale>` | ``1.0`` |
  32. +---------------------------+---------------------------------------------------------------------------------------+----------+
  33. .. rst-class:: classref-reftable-group
  34. Methods
  35. -------
  36. .. table::
  37. :widths: auto
  38. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  39. | :ref:`String<class_String>` | :ref:`get_architecture_name<class_Engine_method_get_architecture_name>`\ (\ ) |const| |
  40. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  41. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_author_info<class_Engine_method_get_author_info>`\ (\ ) |const| |
  42. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  43. | :ref:`Array<class_Array>`\[:ref:`Dictionary<class_Dictionary>`\] | :ref:`get_copyright_info<class_Engine_method_get_copyright_info>`\ (\ ) |const| |
  44. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  45. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_donor_info<class_Engine_method_get_donor_info>`\ (\ ) |const| |
  46. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  47. | :ref:`int<class_int>` | :ref:`get_frames_drawn<class_Engine_method_get_frames_drawn>`\ (\ ) |
  48. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  49. | :ref:`float<class_float>` | :ref:`get_frames_per_second<class_Engine_method_get_frames_per_second>`\ (\ ) |const| |
  50. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  51. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_license_info<class_Engine_method_get_license_info>`\ (\ ) |const| |
  52. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  53. | :ref:`String<class_String>` | :ref:`get_license_text<class_Engine_method_get_license_text>`\ (\ ) |const| |
  54. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  55. | :ref:`MainLoop<class_MainLoop>` | :ref:`get_main_loop<class_Engine_method_get_main_loop>`\ (\ ) |const| |
  56. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  57. | :ref:`int<class_int>` | :ref:`get_physics_frames<class_Engine_method_get_physics_frames>`\ (\ ) |const| |
  58. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  59. | :ref:`float<class_float>` | :ref:`get_physics_interpolation_fraction<class_Engine_method_get_physics_interpolation_fraction>`\ (\ ) |const| |
  60. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  61. | :ref:`int<class_int>` | :ref:`get_process_frames<class_Engine_method_get_process_frames>`\ (\ ) |const| |
  62. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  63. | :ref:`ScriptLanguage<class_ScriptLanguage>` | :ref:`get_script_language<class_Engine_method_get_script_language>`\ (\ index\: :ref:`int<class_int>`\ ) |const| |
  64. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  65. | :ref:`int<class_int>` | :ref:`get_script_language_count<class_Engine_method_get_script_language_count>`\ (\ ) |
  66. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  67. | :ref:`Object<class_Object>` | :ref:`get_singleton<class_Engine_method_get_singleton>`\ (\ name\: :ref:`StringName<class_StringName>`\ ) |const| |
  68. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  69. | :ref:`PackedStringArray<class_PackedStringArray>` | :ref:`get_singleton_list<class_Engine_method_get_singleton_list>`\ (\ ) |const| |
  70. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  71. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_version_info<class_Engine_method_get_version_info>`\ (\ ) |const| |
  72. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  73. | :ref:`String<class_String>` | :ref:`get_write_movie_path<class_Engine_method_get_write_movie_path>`\ (\ ) |const| |
  74. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  75. | :ref:`bool<class_bool>` | :ref:`has_singleton<class_Engine_method_has_singleton>`\ (\ name\: :ref:`StringName<class_StringName>`\ ) |const| |
  76. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  77. | :ref:`bool<class_bool>` | :ref:`is_editor_hint<class_Engine_method_is_editor_hint>`\ (\ ) |const| |
  78. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  79. | :ref:`bool<class_bool>` | :ref:`is_in_physics_frame<class_Engine_method_is_in_physics_frame>`\ (\ ) |const| |
  80. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  81. | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`register_script_language<class_Engine_method_register_script_language>`\ (\ language\: :ref:`ScriptLanguage<class_ScriptLanguage>`\ ) |
  82. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  83. | |void| | :ref:`register_singleton<class_Engine_method_register_singleton>`\ (\ name\: :ref:`StringName<class_StringName>`, instance\: :ref:`Object<class_Object>`\ ) |
  84. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  85. | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`unregister_script_language<class_Engine_method_unregister_script_language>`\ (\ language\: :ref:`ScriptLanguage<class_ScriptLanguage>`\ ) |
  86. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  87. | |void| | :ref:`unregister_singleton<class_Engine_method_unregister_singleton>`\ (\ name\: :ref:`StringName<class_StringName>`\ ) |
  88. +------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
  89. .. rst-class:: classref-section-separator
  90. ----
  91. .. rst-class:: classref-descriptions-group
  92. Property Descriptions
  93. ---------------------
  94. .. _class_Engine_property_max_fps:
  95. .. rst-class:: classref-property
  96. :ref:`int<class_int>` **max_fps** = ``0`` :ref:`🔗<class_Engine_property_max_fps>`
  97. .. rst-class:: classref-property-setget
  98. - |void| **set_max_fps**\ (\ value\: :ref:`int<class_int>`\ )
  99. - :ref:`int<class_int>` **get_max_fps**\ (\ )
  100. The maximum number of frames that can be rendered every second (FPS). A value of ``0`` means the framerate is uncapped.
  101. Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
  102. If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_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.
  103. If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_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 <https://blurbusters.com/howto-low-lag-vsync-on/>`__.
  104. See also :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` and :ref:`ProjectSettings.application/run/max_fps<class_ProjectSettings_property_application/run/max_fps>`.
  105. \ **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.
  106. \ **Note:** If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_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.
  107. .. rst-class:: classref-item-separator
  108. ----
  109. .. _class_Engine_property_max_physics_steps_per_frame:
  110. .. rst-class:: classref-property
  111. :ref:`int<class_int>` **max_physics_steps_per_frame** = ``8`` :ref:`🔗<class_Engine_property_max_physics_steps_per_frame>`
  112. .. rst-class:: classref-property-setget
  113. - |void| **set_max_physics_steps_per_frame**\ (\ value\: :ref:`int<class_int>`\ )
  114. - :ref:`int<class_int>` **get_max_physics_steps_per_frame**\ (\ )
  115. The maximum number of physics steps that can be simulated each rendered frame.
  116. \ **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 :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>`. This occurs even if ``delta`` is consistently used in physics calculations. To avoid this, increase :ref:`max_physics_steps_per_frame<class_Engine_property_max_physics_steps_per_frame>` if you have increased :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` significantly above its default value.
  117. .. rst-class:: classref-item-separator
  118. ----
  119. .. _class_Engine_property_physics_jitter_fix:
  120. .. rst-class:: classref-property
  121. :ref:`float<class_float>` **physics_jitter_fix** = ``0.5`` :ref:`🔗<class_Engine_property_physics_jitter_fix>`
  122. .. rst-class:: classref-property-setget
  123. - |void| **set_physics_jitter_fix**\ (\ value\: :ref:`float<class_float>`\ )
  124. - :ref:`float<class_float>` **get_physics_jitter_fix**\ (\ )
  125. 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.
  126. \ **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.
  127. \ **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``.
  128. .. rst-class:: classref-item-separator
  129. ----
  130. .. _class_Engine_property_physics_ticks_per_second:
  131. .. rst-class:: classref-property
  132. :ref:`int<class_int>` **physics_ticks_per_second** = ``60`` :ref:`🔗<class_Engine_property_physics_ticks_per_second>`
  133. .. rst-class:: classref-property-setget
  134. - |void| **set_physics_ticks_per_second**\ (\ value\: :ref:`int<class_int>`\ )
  135. - :ref:`int<class_int>` **get_physics_ticks_per_second**\ (\ )
  136. The number of fixed iterations per second. This controls how often physics simulation and :ref:`Node._physics_process<class_Node_private_method__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 :ref:`max_fps<class_Engine_property_max_fps>` and :ref:`ProjectSettings.physics/common/physics_ticks_per_second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`.
  137. \ **Note:** Only :ref:`max_physics_steps_per_frame<class_Engine_property_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 :ref:`max_physics_steps_per_frame<class_Engine_property_max_physics_steps_per_frame>` if increasing :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` significantly above its default value.
  138. .. rst-class:: classref-item-separator
  139. ----
  140. .. _class_Engine_property_print_error_messages:
  141. .. rst-class:: classref-property
  142. :ref:`bool<class_bool>` **print_error_messages** = ``true`` :ref:`🔗<class_Engine_property_print_error_messages>`
  143. .. rst-class:: classref-property-setget
  144. - |void| **set_print_error_messages**\ (\ value\: :ref:`bool<class_bool>`\ )
  145. - :ref:`bool<class_bool>` **is_printing_error_messages**\ (\ )
  146. 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 :ref:`ProjectSettings.application/run/disable_stderr<class_ProjectSettings_property_application/run/disable_stderr>` project setting.
  147. \ **Note:** This property does not impact the editor's Errors tab when running a project from the editor.
  148. \ **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).
  149. .. rst-class:: classref-item-separator
  150. ----
  151. .. _class_Engine_property_time_scale:
  152. .. rst-class:: classref-property
  153. :ref:`float<class_float>` **time_scale** = ``1.0`` :ref:`🔗<class_Engine_property_time_scale>`
  154. .. rst-class:: classref-property-setget
  155. - |void| **set_time_scale**\ (\ value\: :ref:`float<class_float>`\ )
  156. - :ref:`float<class_float>` **get_time_scale**\ (\ )
  157. 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.
  158. This value affects :ref:`Timer<class_Timer>`, :ref:`SceneTreeTimer<class_SceneTreeTimer>`, and all other simulations that make use of ``delta`` time (such as :ref:`Node._process<class_Node_private_method__process>` and :ref:`Node._physics_process<class_Node_private_method__physics_process>`).
  159. \ **Note:** It's recommended to keep this property above ``0.0``, as the game may behave unexpectedly otherwise.
  160. \ **Note:** This does not affect audio playback speed. Use :ref:`AudioServer.playback_speed_scale<class_AudioServer_property_playback_speed_scale>` to adjust audio playback speed independently of :ref:`time_scale<class_Engine_property_time_scale>`.
  161. \ **Note:** This does not automatically adjust :ref:`physics_ticks_per_second<class_Engine_property_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 :ref:`time_scale<class_Engine_property_time_scale>` to speed up simulation by a large factor, consider also increasing :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` to make the simulation more reliable.
  162. .. rst-class:: classref-section-separator
  163. ----
  164. .. rst-class:: classref-descriptions-group
  165. Method Descriptions
  166. -------------------
  167. .. _class_Engine_method_get_architecture_name:
  168. .. rst-class:: classref-method
  169. :ref:`String<class_String>` **get_architecture_name**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_architecture_name>`
  170. 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"``.
  171. To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain ``64`` in their name:
  172. .. tabs::
  173. .. code-tab:: gdscript
  174. if "64" in Engine.get_architecture_name():
  175. print("Running a 64-bit build of Godot.")
  176. else:
  177. print("Running a 32-bit build of Godot.")
  178. .. code-tab:: csharp
  179. if (Engine.GetArchitectureName().Contains("64"))
  180. GD.Print("Running a 64-bit build of Godot.");
  181. else
  182. GD.Print("Running a 32-bit build of Godot.");
  183. \ **Note:** This method does *not* return the name of the system's CPU architecture (like :ref:`OS.get_processor_name<class_OS_method_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"``.
  184. .. rst-class:: classref-item-separator
  185. ----
  186. .. _class_Engine_method_get_author_info:
  187. .. rst-class:: classref-method
  188. :ref:`Dictionary<class_Dictionary>` **get_author_info**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_author_info>`
  189. Returns the engine author information as a :ref:`Dictionary<class_Dictionary>`, where each entry is an :ref:`Array<class_Array>` of strings with the names of notable contributors to the Godot Engine: ``lead_developers``, ``founders``, ``project_managers``, and ``developers``.
  190. .. rst-class:: classref-item-separator
  191. ----
  192. .. _class_Engine_method_get_copyright_info:
  193. .. rst-class:: classref-method
  194. :ref:`Array<class_Array>`\[:ref:`Dictionary<class_Dictionary>`\] **get_copyright_info**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_copyright_info>`
  195. Returns an :ref:`Array<class_Array>` of dictionaries with copyright information for every component of Godot's source code.
  196. Every :ref:`Dictionary<class_Dictionary>` contains a ``name`` identifier, and a ``parts`` array of dictionaries. It describes the component in detail with the following entries:
  197. - ``files`` - :ref:`Array<class_Array>` of file paths from the source code affected by this component;
  198. - ``copyright`` - :ref:`Array<class_Array>` of owners of this component;
  199. - ``license`` - The license applied to this component (such as "`Expat <https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants>`__" or "`CC-BY-4.0 <https://creativecommons.org/licenses/by/4.0/>`__").
  200. .. rst-class:: classref-item-separator
  201. ----
  202. .. _class_Engine_method_get_donor_info:
  203. .. rst-class:: classref-method
  204. :ref:`Dictionary<class_Dictionary>` **get_donor_info**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_donor_info>`
  205. Returns a :ref:`Dictionary<class_Dictionary>` of categorized donor names. Each entry is an :ref:`Array<class_Array>` of strings:
  206. {``platinum_sponsors``, ``gold_sponsors``, ``silver_sponsors``, ``bronze_sponsors``, ``mini_sponsors``, ``gold_donors``, ``silver_donors``, ``bronze_donors``}
  207. .. rst-class:: classref-item-separator
  208. ----
  209. .. _class_Engine_method_get_frames_drawn:
  210. .. rst-class:: classref-method
  211. :ref:`int<class_int>` **get_frames_drawn**\ (\ ) :ref:`🔗<class_Engine_method_get_frames_drawn>`
  212. Returns the total number of frames drawn since the engine started.
  213. \ **Note:** On headless platforms, or if rendering is disabled with ``--disable-render-loop`` via command line, this method always returns ``0``. See also :ref:`get_process_frames<class_Engine_method_get_process_frames>`.
  214. .. rst-class:: classref-item-separator
  215. ----
  216. .. _class_Engine_method_get_frames_per_second:
  217. .. rst-class:: classref-method
  218. :ref:`float<class_float>` **get_frames_per_second**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_frames_per_second>`
  219. Returns the average frames rendered every second (FPS), also known as the framerate.
  220. .. rst-class:: classref-item-separator
  221. ----
  222. .. _class_Engine_method_get_license_info:
  223. .. rst-class:: classref-method
  224. :ref:`Dictionary<class_Dictionary>` **get_license_info**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_license_info>`
  225. Returns a :ref:`Dictionary<class_Dictionary>` of licenses used by Godot and included third party components. Each entry is a license name (such as "`Expat <https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants>`__") and its associated text.
  226. .. rst-class:: classref-item-separator
  227. ----
  228. .. _class_Engine_method_get_license_text:
  229. .. rst-class:: classref-method
  230. :ref:`String<class_String>` **get_license_text**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_license_text>`
  231. Returns the full Godot license text.
  232. .. rst-class:: classref-item-separator
  233. ----
  234. .. _class_Engine_method_get_main_loop:
  235. .. rst-class:: classref-method
  236. :ref:`MainLoop<class_MainLoop>` **get_main_loop**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_main_loop>`
  237. Returns the instance of the :ref:`MainLoop<class_MainLoop>`. This is usually the main :ref:`SceneTree<class_SceneTree>` and is the same as :ref:`Node.get_tree<class_Node_method_get_tree>`.
  238. \ **Note:** The type instantiated as the main loop can changed with :ref:`ProjectSettings.application/run/main_loop_type<class_ProjectSettings_property_application/run/main_loop_type>`.
  239. .. rst-class:: classref-item-separator
  240. ----
  241. .. _class_Engine_method_get_physics_frames:
  242. .. rst-class:: classref-method
  243. :ref:`int<class_int>` **get_physics_frames**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_physics_frames>`
  244. Returns the total number of frames passed since the engine started. This number is increased every **physics frame**. See also :ref:`get_process_frames<class_Engine_method_get_process_frames>`.
  245. This method can be used to run expensive logic less often without relying on a :ref:`Timer<class_Timer>`:
  246. .. tabs::
  247. .. code-tab:: gdscript
  248. func _physics_process(_delta):
  249. if Engine.get_physics_frames() % 2 == 0:
  250. pass # Run expensive logic only once every 2 physics frames here.
  251. .. code-tab:: csharp
  252. public override void _PhysicsProcess(double delta)
  253. {
  254. base._PhysicsProcess(delta);
  255. if (Engine.GetPhysicsFrames() % 2 == 0)
  256. {
  257. // Run expensive logic only once every 2 physics frames here.
  258. }
  259. }
  260. .. rst-class:: classref-item-separator
  261. ----
  262. .. _class_Engine_method_get_physics_interpolation_fraction:
  263. .. rst-class:: classref-method
  264. :ref:`float<class_float>` **get_physics_interpolation_fraction**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_physics_interpolation_fraction>`
  265. 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.
  266. .. rst-class:: classref-item-separator
  267. ----
  268. .. _class_Engine_method_get_process_frames:
  269. .. rst-class:: classref-method
  270. :ref:`int<class_int>` **get_process_frames**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_process_frames>`
  271. 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 :ref:`get_frames_drawn<class_Engine_method_get_frames_drawn>` and :ref:`get_physics_frames<class_Engine_method_get_physics_frames>`.
  272. This method can be used to run expensive logic less often without relying on a :ref:`Timer<class_Timer>`:
  273. .. tabs::
  274. .. code-tab:: gdscript
  275. func _process(_delta):
  276. if Engine.get_process_frames() % 5 == 0:
  277. pass # Run expensive logic only once every 5 process (render) frames here.
  278. .. code-tab:: csharp
  279. public override void _Process(double delta)
  280. {
  281. base._Process(delta);
  282. if (Engine.GetProcessFrames() % 5 == 0)
  283. {
  284. // Run expensive logic only once every 5 process (render) frames here.
  285. }
  286. }
  287. .. rst-class:: classref-item-separator
  288. ----
  289. .. _class_Engine_method_get_script_language:
  290. .. rst-class:: classref-method
  291. :ref:`ScriptLanguage<class_ScriptLanguage>` **get_script_language**\ (\ index\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_Engine_method_get_script_language>`
  292. Returns an instance of a :ref:`ScriptLanguage<class_ScriptLanguage>` with the given ``index``.
  293. .. rst-class:: classref-item-separator
  294. ----
  295. .. _class_Engine_method_get_script_language_count:
  296. .. rst-class:: classref-method
  297. :ref:`int<class_int>` **get_script_language_count**\ (\ ) :ref:`🔗<class_Engine_method_get_script_language_count>`
  298. Returns the number of available script languages. Use with :ref:`get_script_language<class_Engine_method_get_script_language>`.
  299. .. rst-class:: classref-item-separator
  300. ----
  301. .. _class_Engine_method_get_singleton:
  302. .. rst-class:: classref-method
  303. :ref:`Object<class_Object>` **get_singleton**\ (\ name\: :ref:`StringName<class_StringName>`\ ) |const| :ref:`🔗<class_Engine_method_get_singleton>`
  304. Returns the global singleton with the given ``name``, or ``null`` if it does not exist. Often used for plugins. See also :ref:`has_singleton<class_Engine_method_has_singleton>` and :ref:`get_singleton_list<class_Engine_method_get_singleton_list>`.
  305. \ **Note:** Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
  306. .. rst-class:: classref-item-separator
  307. ----
  308. .. _class_Engine_method_get_singleton_list:
  309. .. rst-class:: classref-method
  310. :ref:`PackedStringArray<class_PackedStringArray>` **get_singleton_list**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_singleton_list>`
  311. Returns a list of names of all available global singletons. See also :ref:`get_singleton<class_Engine_method_get_singleton>`.
  312. .. rst-class:: classref-item-separator
  313. ----
  314. .. _class_Engine_method_get_version_info:
  315. .. rst-class:: classref-method
  316. :ref:`Dictionary<class_Dictionary>` **get_version_info**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_version_info>`
  317. Returns the current engine version information as a :ref:`Dictionary<class_Dictionary>` containing the following entries:
  318. - ``major`` - Major version number as an int;
  319. - ``minor`` - Minor version number as an int;
  320. - ``patch`` - Patch version number as an int;
  321. - ``hex`` - Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below);
  322. - ``status`` - Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String;
  323. - ``build`` - Build name (e.g. "custom_build") as a String;
  324. - ``hash`` - Full Git commit hash as a String;
  325. - ``timestamp`` - Holds the Git commit date UNIX timestamp in seconds as an int, or ``0`` if unavailable;
  326. - ``string`` - ``major``, ``minor``, ``patch``, ``status``, and ``build`` in a single String.
  327. 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``.
  328. \ **Note:** The ``hex`` value is still an :ref:`int<class_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:
  329. .. tabs::
  330. .. code-tab:: gdscript
  331. if Engine.get_version_info().hex >= 0x040100:
  332. pass # Do things specific to version 4.1 or later.
  333. else:
  334. pass # Do things specific to versions before 4.1.
  335. .. code-tab:: csharp
  336. if ((int)Engine.GetVersionInfo()["hex"] >= 0x040100)
  337. {
  338. // Do things specific to version 4.1 or later.
  339. }
  340. else
  341. {
  342. // Do things specific to versions before 4.1.
  343. }
  344. .. rst-class:: classref-item-separator
  345. ----
  346. .. _class_Engine_method_get_write_movie_path:
  347. .. rst-class:: classref-method
  348. :ref:`String<class_String>` **get_write_movie_path**\ (\ ) |const| :ref:`🔗<class_Engine_method_get_write_movie_path>`
  349. Returns the path to the :ref:`MovieWriter<class_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 :ref:`ProjectSettings.editor/movie_writer/movie_file<class_ProjectSettings_property_editor/movie_writer/movie_file>`.
  350. .. rst-class:: classref-item-separator
  351. ----
  352. .. _class_Engine_method_has_singleton:
  353. .. rst-class:: classref-method
  354. :ref:`bool<class_bool>` **has_singleton**\ (\ name\: :ref:`StringName<class_StringName>`\ ) |const| :ref:`🔗<class_Engine_method_has_singleton>`
  355. Returns ``true`` if a singleton with the given ``name`` exists in the global scope. See also :ref:`get_singleton<class_Engine_method_get_singleton>`.
  356. .. tabs::
  357. .. code-tab:: gdscript
  358. print(Engine.has_singleton("OS")) # Prints true
  359. print(Engine.has_singleton("Engine")) # Prints true
  360. print(Engine.has_singleton("AudioServer")) # Prints true
  361. print(Engine.has_singleton("Unknown")) # Prints false
  362. .. code-tab:: csharp
  363. GD.Print(Engine.HasSingleton("OS")); // Prints true
  364. GD.Print(Engine.HasSingleton("Engine")); // Prints true
  365. GD.Print(Engine.HasSingleton("AudioServer")); // Prints true
  366. GD.Print(Engine.HasSingleton("Unknown")); // Prints false
  367. \ **Note:** Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
  368. .. rst-class:: classref-item-separator
  369. ----
  370. .. _class_Engine_method_is_editor_hint:
  371. .. rst-class:: classref-method
  372. :ref:`bool<class_bool>` **is_editor_hint**\ (\ ) |const| :ref:`🔗<class_Engine_method_is_editor_hint>`
  373. 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:
  374. .. tabs::
  375. .. code-tab:: gdscript
  376. if Engine.is_editor_hint():
  377. draw_gizmos()
  378. else:
  379. simulate_physics()
  380. .. code-tab:: csharp
  381. if (Engine.IsEditorHint())
  382. DrawGizmos();
  383. else
  384. SimulatePhysics();
  385. See :doc:`Running code in the editor <../tutorials/plugins/running_code_in_the_editor>` in the documentation for more information.
  386. \ **Note:** To detect whether the script is running on an editor *build* (such as when pressing :kbd:`F5`), use :ref:`OS.has_feature<class_OS_method_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.
  387. .. rst-class:: classref-item-separator
  388. ----
  389. .. _class_Engine_method_is_in_physics_frame:
  390. .. rst-class:: classref-method
  391. :ref:`bool<class_bool>` **is_in_physics_frame**\ (\ ) |const| :ref:`🔗<class_Engine_method_is_in_physics_frame>`
  392. Returns ``true`` if the engine is inside the fixed physics process step of the main loop.
  393. ::
  394. func _enter_tree():
  395. # Depending on when the node is added to the tree,
  396. # prints either "true" or "false".
  397. print(Engine.is_in_physics_frame())
  398. func _process(delta):
  399. print(Engine.is_in_physics_frame()) # Prints false
  400. func _physics_process(delta):
  401. print(Engine.is_in_physics_frame()) # Prints true
  402. .. rst-class:: classref-item-separator
  403. ----
  404. .. _class_Engine_method_register_script_language:
  405. .. rst-class:: classref-method
  406. :ref:`Error<enum_@GlobalScope_Error>` **register_script_language**\ (\ language\: :ref:`ScriptLanguage<class_ScriptLanguage>`\ ) :ref:`🔗<class_Engine_method_register_script_language>`
  407. Registers a :ref:`ScriptLanguage<class_ScriptLanguage>` instance to be available with ``ScriptServer``.
  408. Returns:
  409. - :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success;
  410. - :ref:`@GlobalScope.ERR_UNAVAILABLE<class_@GlobalScope_constant_ERR_UNAVAILABLE>` if ``ScriptServer`` has reached the limit and cannot register any new language;
  411. - :ref:`@GlobalScope.ERR_ALREADY_EXISTS<class_@GlobalScope_constant_ERR_ALREADY_EXISTS>` if ``ScriptServer`` already contains a language with similar extension/name/type.
  412. .. rst-class:: classref-item-separator
  413. ----
  414. .. _class_Engine_method_register_singleton:
  415. .. rst-class:: classref-method
  416. |void| **register_singleton**\ (\ name\: :ref:`StringName<class_StringName>`, instance\: :ref:`Object<class_Object>`\ ) :ref:`🔗<class_Engine_method_register_singleton>`
  417. Registers the given :ref:`Object<class_Object>` ``instance`` as a singleton, available globally under ``name``. Useful for plugins.
  418. .. rst-class:: classref-item-separator
  419. ----
  420. .. _class_Engine_method_unregister_script_language:
  421. .. rst-class:: classref-method
  422. :ref:`Error<enum_@GlobalScope_Error>` **unregister_script_language**\ (\ language\: :ref:`ScriptLanguage<class_ScriptLanguage>`\ ) :ref:`🔗<class_Engine_method_unregister_script_language>`
  423. Unregisters the :ref:`ScriptLanguage<class_ScriptLanguage>` instance from ``ScriptServer``.
  424. Returns:
  425. - :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success;
  426. - :ref:`@GlobalScope.ERR_DOES_NOT_EXIST<class_@GlobalScope_constant_ERR_DOES_NOT_EXIST>` if the language is not registered in ``ScriptServer``.
  427. .. rst-class:: classref-item-separator
  428. ----
  429. .. _class_Engine_method_unregister_singleton:
  430. .. rst-class:: classref-method
  431. |void| **unregister_singleton**\ (\ name\: :ref:`StringName<class_StringName>`\ ) :ref:`🔗<class_Engine_method_unregister_singleton>`
  432. Removes the singleton registered under ``name``. The singleton object is *not* freed. Only works with user-defined singletons registered with :ref:`register_singleton<class_Engine_method_register_singleton>`.
  433. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  434. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  435. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  436. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  437. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  438. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  439. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
  440. .. |void| replace:: :abbr:`void (No return value.)`