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. It also stores information about the current build of Godot, such as the current version.
public static class Engine
- Inheritance
-
Engine
- Inherited Members
Properties
MaxFps
The maximum number of frames that can be rendered every second (FPS). A value of 0
means the framerate is uncapped.
Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
If ProjectSettings.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.
If ProjectSettings.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.
See also PhysicsTicksPerSecond and ProjectSettings.application/run/max_fps
.
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.
Note: 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.
public static int MaxFps { get; set; }
Property Value
MaxPhysicsStepsPerFrame
The maximum number of physics steps that can be simulated each rendered frame.
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 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
PhysicsJitterFix
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.
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.
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
.
public static 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 static 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.
Note: This property does not impact the editor's Errors tab when running a project from the editor.
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).
public static bool PrintErrorMessages { get; set; }
Property Value
Singleton
public static EngineInstance Singleton { get; }
Property Value
TimeScale
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.
This value affects Timer, SceneTreeTimer, and all other simulations that make use of delta
time (such as _Process(double) and _PhysicsProcess(double)).
Note: It's recommended to keep this property above 0.0
, as the game may behave unexpectedly otherwise.
Note: This does not affect audio playback speed. Use PlaybackSpeedScale to adjust audio playback speed independently of TimeScale.
Note: This does not automatically adjust PhysicsTicksPerSecond. 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 TimeScale to speed up simulation by a large factor, consider also increasing PhysicsTicksPerSecond to make the simulation more reliable.
public static double TimeScale { get; set; }
Property Value
Methods
GetArchitectureName()
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"
.
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:
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: This method does not return the name of the system's CPU architecture (like GetProcessorName()). For example, when running an x86_32
Godot binary on an x86_64
system, the returned value will still be "x86_32"
.
public static string GetArchitectureName()
Returns
GetAuthorInfo()
Returns the engine author information as a Dictionary, where each entry is an Array of strings with the names of notable contributors to the Godot Engine: lead_developers
, founders
, project_managers
, and developers
.
public static Dictionary GetAuthorInfo()
Returns
GetCopyrightInfo()
Returns an Array of dictionaries with copyright information for every component of Godot's source code.
Every Dictionary contains a name
identifier, and a parts
array of dictionaries. It describes the component in detail with the following entries:
- files
- Array of file paths from the source code affected by this component;
- copyright
- Array of owners of this component;
- license
- The license applied to this component (such as "Expat" or "CC-BY-4.0").
public static Array<Dictionary> GetCopyrightInfo()
Returns
GetDonorInfo()
Returns a Dictionary of categorized donor names. Each entry is an Array of strings:
{platinum_sponsors
, gold_sponsors
, silver_sponsors
, bronze_sponsors
, mini_sponsors
, gold_donors
, silver_donors
, bronze_donors
}
public static Dictionary GetDonorInfo()
Returns
GetFramesDrawn()
Returns the total number of frames drawn since the engine started.
Note: On headless platforms, or if rendering is disabled with --disable-render-loop
via command line, this method always returns 0
. See also GetProcessFrames().
public static int GetFramesDrawn()
Returns
GetFramesPerSecond()
Returns the average frames rendered every second (FPS), also known as the framerate.
public static double GetFramesPerSecond()
Returns
GetLicenseInfo()
Returns a Dictionary of licenses used by Godot and included third party components. Each entry is a license name (such as "Expat") and its associated text.
public static Dictionary GetLicenseInfo()
Returns
GetLicenseText()
Returns the full Godot license text.
public static string GetLicenseText()
Returns
GetMainLoop()
Returns the instance of the MainLoop. This is usually the main SceneTree and is the same as GetTree().
Note: The type instantiated as the main loop can changed with ProjectSettings.application/run/main_loop_type
.
public static MainLoop GetMainLoop()
Returns
GetPhysicsFrames()
Returns the total number of frames passed since the engine started. This number is increased every physics frame. See also GetProcessFrames().
This method 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
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
GetProcessFrames()
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 GetFramesDrawn() and GetPhysicsFrames().
This method 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() % 5 == 0)
{
// Run expensive logic only once every 5 process (render) frames here.
}
}
public static ulong GetProcessFrames()
Returns
GetScriptLanguage(int)
Returns an instance of a ScriptLanguage with the given index
.
public static ScriptLanguage GetScriptLanguage(int index)
Parameters
index
int
Returns
GetScriptLanguageCount()
Returns the number of available script languages. Use with GetScriptLanguage(int).
public static int GetScriptLanguageCount()
Returns
GetSingleton(StringName)
Returns the global singleton with the given name
, or null if it does not exist. Often used for plugins. See also HasSingleton(StringName) and GetSingletonList().
Note: Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
public static GodotObject GetSingleton(StringName name)
Parameters
name
StringName
Returns
GetSingletonList()
Returns a list of names of all available global singletons. See also GetSingleton(StringName).
public static string[] GetSingletonList()
Returns
- string[]
GetVersionInfo()
Returns the current engine version information as a Dictionary containing the following entries:
- major
- Major version number as an int;
- minor
- Minor version number as an int;
- patch
- Patch version number as an int;
- hex
- Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below);
- status
- Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String;
- build
- Build name (e.g. "custom_build") as a String;
- hash
- Full Git commit hash as a String;
- timestamp
- Holds the Git commit date UNIX timestamp in seconds as an int, or 0
if unavailable;
- string
- major
, minor
, patch
, status
, and 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: The hex
value is still an 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:
if ((int)Engine.GetVersionInfo()["hex"] >= 0x040100)
{
// Do things specific to version 4.1 or later.
}
else
{
// Do things specific to versions before 4.1.
}
public static 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. The default path can be changed in ProjectSettings.editor/movie_writer/movie_file
.
public static string GetWriteMoviePath()
Returns
HasSingleton(StringName)
Returns true if a singleton with the given name
exists in the global scope. See also GetSingleton(StringName).
GD.Print(Engine.HasSingleton("OS")); // Prints true
GD.Print(Engine.HasSingleton("Engine")); // Prints true
GD.Print(Engine.HasSingleton("AudioServer")); // Prints true
GD.Print(Engine.HasSingleton("Unknown")); // Prints false
Note: Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
public static bool HasSingleton(StringName name)
Parameters
name
StringName
Returns
IsEditorHint()
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:
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 running on an editor build (such as when pressing F5), use HasFeature(string) 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.
public static bool IsEditorHint()
Returns
IsInPhysicsFrame()
Returns true if the engine is inside the fixed physics process step of the main loop.
func _enter_tree():
# Depending on when the node is added to the tree,
# prints either "true" or "false".
print(Engine.is_in_physics_frame())
func _process(delta):
print(Engine.is_in_physics_frame()) # Prints false
func _physics_process(delta):
print(Engine.is_in_physics_frame()) # Prints true
public static bool IsInPhysicsFrame()
Returns
RegisterScriptLanguage(ScriptLanguage)
Registers a ScriptLanguage instance to be available with ScriptServer
.
Returns:
- Ok on success;
- Unavailable if ScriptServer
has reached the 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
RegisterSingleton(StringName, GodotObject)
Registers the given GodotObjectinstance
as a singleton, available globally under name
. Useful for plugins.
public static 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 not registered in ScriptServer
.
public static Error UnregisterScriptLanguage(ScriptLanguage language)
Parameters
language
ScriptLanguage
Returns
UnregisterSingleton(StringName)
Removes the singleton registered under name
. The singleton object is not freed. Only works with user-defined singletons registered with RegisterSingleton(StringName, GodotObject).
public static void UnregisterSingleton(StringName name)
Parameters
name
StringName