EngineSingleton

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.

@GodotBaseClass
struct EngineSingleton {}

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Functions

getAuthorInfo
Dictionary 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

getCopyrightInfo
Array getCopyrightInfo()

Returns an Array of copyright information Dictionaries. name - String, component name parts - Array of Dictionaries {files, copyright, license} describing subsections of the component

getDonorInfo
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}

getFramesDrawn
long getFramesDrawn()

Returns the total number of frames drawn. If the render loop is disabled with --disable-render-loop via command line, this returns 0. See also getIdleFrames.

getFramesPerSecond
double getFramesPerSecond()

Returns the frames per second of the running game.

getIdleFrames
long getIdleFrames()

Returns the total number of frames passed since engine initialization which is advanced on each idle frame, regardless of whether the render loop is enabled. See also getFramesDrawn.

getIterationsPerSecond
long getIterationsPerSecond()
getLicenseInfo
Dictionary getLicenseInfo()

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

getLicenseText
String getLicenseText()

Returns Godot license text.

getMainLoop
MainLoop getMainLoop()

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

getPhysicsFrames
long getPhysicsFrames()

Returns the total number of frames passed since engine initialization which is advanced on each physics frame.

getPhysicsInterpolationFraction
double 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.

getPhysicsJitterFix
double getPhysicsJitterFix()
getSingleton
GodotObject getSingleton(String name)

Returns a global singleton with given name. Often used for plugins, e.g. GodotPayment on Android.

getTargetFps
long getTargetFps()
getTimeScale
double getTimeScale()
getVersionInfo
Dictionary 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:

hasSingleton
bool hasSingleton(String name)

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

isEditorHint
bool isEditorHint()
isInPhysicsFrame
bool isInPhysicsFrame()

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

opAssign
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(EngineSingleton other)
opEquals
bool opEquals(typeof(null) n)
setEditorHint
void setEditorHint(bool enabled)
setIterationsPerSecond
void setIterationsPerSecond(long iterations_per_second)
setPhysicsJitterFix
void setPhysicsJitterFix(double physics_jitter_fix)
setTargetFps
void setTargetFps(long target_fps)
setTimeScale
void setTimeScale(double time_scale)
toHash
size_t toHash()

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

editorHint
bool editorHint [@property getter]
bool editorHint [@property setter]

If true, the script is currently running inside the editor. 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:

iterationsPerSecond
long iterationsPerSecond [@property getter]
long iterationsPerSecond [@property setter]

The number of fixed iterations per second. This controls how often physics simulation and Node._physicsProcess 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 tunneling issues, but keep in mind doing so will increase CPU usage.

physicsJitterFix
double physicsJitterFix [@property getter]
double physicsJitterFix [@property setter]

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 fine 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.

targetFps
long targetFps [@property getter]
long targetFps [@property setter]

The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.

timeScale
double timeScale [@property getter]
double timeScale [@property setter]

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.

Static functions

_new
EngineSingleton _new()

Construct a new instance of EngineSingleton. Note: use memnew!EngineSingleton instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(ToRef) as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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