Class EngineInstance
- 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.
[GodotClassName("Engine")]
public class EngineInstance : GodotObject, IDisposable
- Inheritance
-
EngineInstance
- Implements
- 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 int MaxFps { get; set; }
Property Value
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 int MaxPhysicsStepsPerFrame { get; set; }
Property Value
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 double PhysicsJitterFix { get; set; }
Property Value
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 int PhysicsTicksPerSecond { get; set; }
Property Value
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 bool PrintErrorMessages { get; set; }
Property Value
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 double TimeScale { get; set; }
Property Value
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 string GetArchitectureName()
Returns
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 Dictionary GetAuthorInfo()
Returns
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 Array<Dictionary> GetCopyrightInfo()
Returns
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 Dictionary GetDonorInfo()
Returns
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 int GetFramesDrawn()
Returns
GetFramesPerSecond()
Returns the frames per second of the running game.
public double GetFramesPerSecond()
Returns
GetLicenseInfo()
Returns Dictionary of licenses used by Godot and included third party components.
public Dictionary GetLicenseInfo()
Returns
GetLicenseText()
Returns Godot license text.
public string GetLicenseText()
Returns
GetMainLoop()
public MainLoop GetMainLoop()
Returns
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 ulong GetPhysicsFrames()
Returns
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 double GetPhysicsInterpolationFraction()
Returns
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 ulong GetProcessFrames()
Returns
GetScriptLanguage(int)
Returns an instance of a ScriptLanguage with the given index.
public ScriptLanguage GetScriptLanguage(int index)
Parameters
index
int
Returns
GetScriptLanguageCount()
Returns the number of available script languages. Use with GetScriptLanguage(int).
public int GetScriptLanguageCount()
Returns
GetSingleton(StringName)
Returns a global singleton with given name
. Often used for plugins, e.g. GodotPayments.
public GodotObject GetSingleton(StringName name)
Parameters
name
StringName
Returns
GetSingletonList()
Returns a list of available global singletons.
public 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 Dictionary GetVersionInfo()
Returns
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 string GetWriteMoviePath()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
HasSingleton(StringName)
Returns true
if a singleton with given name
exists in global scope.
public bool HasSingleton(StringName name)
Parameters
name
StringName
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
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 bool IsEditorHint()
Returns
IsInPhysicsFrame()
Returns true
if the game is inside the fixed process and physics phase of the game loop.
public bool IsInPhysicsFrame()
Returns
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 Error RegisterScriptLanguage(ScriptLanguage language)
Parameters
language
ScriptLanguage
Returns
RegisterSingleton(StringName, GodotObject)
Registers the given object as a singleton, globally available under name
.
public void RegisterSingleton(StringName name, GodotObject instance)
Parameters
name
StringNameinstance
GodotObject
UnregisterScriptLanguage(ScriptLanguage)
Unregisters the ScriptLanguage instance from ScriptServer
.
Returns:
- Ok on success
- DoesNotExist if the language is already not registered in ScriptServer
public Error UnregisterScriptLanguage(ScriptLanguage language)
Parameters
language
ScriptLanguage
Returns
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 void UnregisterSingleton(StringName name)
Parameters
name
StringName