Table of Contents

Class Engine

Namespace
Godot
Assembly
GodotSharp.dll

The Engine singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.

public static class Engine
Inheritance
Engine
Inherited Members

Properties

MaxFps

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 PhysicsTicksPerSecond and ProjectSettings.application/run/max_fps.

public static int MaxFps { get; set; }

Property Value

int

MaxPhysicsStepsPerFrame

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 PhysicsTicksPerSecond. This occurs even if delta is consistently used in physics calculations. To avoid this, increase MaxPhysicsStepsPerFrame if you have increased PhysicsTicksPerSecond significantly above its default value.

public static int MaxPhysicsStepsPerFrame { get; set; }

Property Value

int

PhysicsJitterFix

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 PhysicsJitterFix to 0.

public static double PhysicsJitterFix { get; set; }

Property Value

double

PhysicsTicksPerSecond

The number of fixed iterations per second. This controls how often physics simulation and _PhysicsProcess(double) 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 MaxFps and ProjectSettings.physics/common/physics_ticks_per_second.

Note: Only MaxPhysicsStepsPerFrame 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 MaxPhysicsStepsPerFrame if increasing PhysicsTicksPerSecond significantly above its default value.

public static int PhysicsTicksPerSecond { get; set; }

Property Value

int

PrintErrorMessages

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.

public static bool PrintErrorMessages { get; set; }

Property Value

bool

Singleton

public static EngineInstance Singleton { get; }

Property Value

EngineInstance

TimeScale

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 CreateTimer(double, bool, bool, bool) for how to control this).

public static double TimeScale { get; set; }

Property Value

double

Methods

GetArchitectureName()

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 (Engine.GetArchitectureName().Contains("64"))
      GD.Print("Running a 64-bit build of Godot.");
  else
      GD.Print("Running a 32-bit build of Godot.");

Note: GetArchitectureName() 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.

public static string GetArchitectureName()

Returns

string

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 Dictionary GetAuthorInfo()

Returns

Dictionary

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 Array<Dictionary> GetCopyrightInfo()

Returns

Array<Dictionary>

GetDonorInfo()

Returns a Dictionary of Arrays of donor names.

{platinum_sponsors, gold_sponsors, silver_sponsors, bronze_sponsors, mini_sponsors, gold_donors, silver_donors, bronze_donors}

public static Dictionary GetDonorInfo()

Returns

Dictionary

GetFramesDrawn()

Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with --disable-render-loop via command line, GetFramesDrawn() always returns 0. See GetProcessFrames().

public static int GetFramesDrawn()

Returns

int

GetFramesPerSecond()

Returns the frames per second of the running game.

public static double GetFramesPerSecond()

Returns

double

GetLicenseInfo()

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

public static Dictionary GetLicenseInfo()

Returns

Dictionary

GetLicenseText()

Returns Godot license text.

public static string GetLicenseText()

Returns

string

GetMainLoop()

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

public static MainLoop GetMainLoop()

Returns

MainLoop

GetPhysicsFrames()

Returns the total number of frames passed since engine initialization which is advanced on each physics frame. See also GetProcessFrames().

GetPhysicsFrames() can be used to run expensive logic less often without relying on a Timer:

public override void _PhysicsProcess(double delta)
  {
      base._PhysicsProcess(delta);
  if (Engine.GetPhysicsFrames() % 2 == 0)
  {
      // Run expensive logic only once every 2 physics frames here.
  }

}

public static ulong GetPhysicsFrames()

Returns

ulong

GetPhysicsInterpolationFraction()

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.

public static double GetPhysicsInterpolationFraction()

Returns

double

GetProcessFrames()

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 GetFramesDrawn() and GetPhysicsFrames().

GetProcessFrames() can be used to run expensive logic less often without relying on a Timer:

public override void _Process(double delta)
  {
      base._Process(delta);
  if (Engine.GetProcessFrames() % 2 == 0)
  {
      // Run expensive logic only once every 2 physics frames here.
  }

}

public static ulong GetProcessFrames()

Returns

ulong

GetScriptLanguage(int)

Returns an instance of a ScriptLanguage with the given index.

public static ScriptLanguage GetScriptLanguage(int index)

Parameters

index int

Returns

ScriptLanguage

GetScriptLanguageCount()

Returns the number of available script languages. Use with GetScriptLanguage(int).

public static int GetScriptLanguageCount()

Returns

int

GetSingleton(StringName)

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

public static GodotObject GetSingleton(StringName name)

Parameters

name StringName

Returns

GodotObject

GetSingletonList()

Returns a list of available global singletons.

public static string[] GetSingletonList()

Returns

string[]

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 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

year - Holds the year the version was released in as an int

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 ((int)Engine.GetVersionInfo()["hex"] >= 0x030200)
  {
      // Do things specific to version 3.2 or later
  }
  else
  {
      // Do things specific to versions before 3.2
  }
public static Dictionary GetVersionInfo()

Returns

Dictionary

GetWriteMoviePath()

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.

public static string GetWriteMoviePath()

Returns

string

HasSingleton(StringName)

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

public static bool HasSingleton(StringName name)

Parameters

name StringName

Returns

bool

IsEditorHint()

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.IsEditorHint())
      DrawGizmos();
  else
      SimulatePhysics();

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 HasFeature(string) 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.

public static bool IsEditorHint()

Returns

bool

IsInPhysicsFrame()

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

public static bool IsInPhysicsFrame()

Returns

bool

RegisterScriptLanguage(ScriptLanguage)

Registers a ScriptLanguage instance to be available with ScriptServer.

Returns:

- Ok on success

- Unavailable if ScriptServer has reached it limit and cannot register any new language

- AlreadyExists if ScriptServer already contains a language with similar extension/name/type

public static Error RegisterScriptLanguage(ScriptLanguage language)

Parameters

language ScriptLanguage

Returns

Error

RegisterSingleton(StringName, GodotObject)

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

public static void RegisterSingleton(StringName name, GodotObject instance)

Parameters

name StringName
instance GodotObject

UnregisterScriptLanguage(ScriptLanguage)

Unregisters the ScriptLanguage instance from ScriptServer.

Returns:

- Ok on success

- DoesNotExist if the language is already not registered in ScriptServer

public static Error UnregisterScriptLanguage(ScriptLanguage language)

Parameters

language ScriptLanguage

Returns

Error

UnregisterSingleton(StringName)

Unregisters the singleton registered under name. The singleton object is not freed. Only works with user-defined singletons created with RegisterSingleton(StringName, GodotObject).

public static void UnregisterSingleton(StringName name)

Parameters

name StringName