diff options
Diffstat (limited to 'doc/classes/Engine.xml')
-rw-r--r-- | doc/classes/Engine.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 187e13d7bd..04e203793b 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -85,6 +85,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments. </description> </method> <method name="get_version_info" qualifiers="const"> @@ -116,6 +117,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope. </description> </method> <method name="is_in_physics_frame" qualifiers="const"> @@ -134,6 +136,7 @@ The number of fixed iterations per second (for fixed process and physics). </member> <member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5"> + Controls how much physic 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 in-game clock and real clock, but allows to 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. </member> <member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0"> The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. |