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-rw-r--r--doc/classes/Engine.xml58
1 files changed, 50 insertions, 8 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 301a3e55fb..ecf3d87a70 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -14,12 +14,20 @@
<description>
Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name:
- [codeblock]
+ [codeblocks]
+ [gdscript]
if "64" in Engine.get_architecture_name():
print("Running on 64-bit CPU.")
else:
print("Running on 32-bit CPU.")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ if (Engine.GetArchitectureName().Contains("64"))
+ GD.Print("Running on 64-bit CPU.");
+ else
+ GD.Print("Running on 32-bit CPU.");
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] [method get_architecture_name] does [i]not[/i] 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 [code]x86_32[/code].
</description>
</method>
@@ -83,11 +91,24 @@
<description>
Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. See also [method get_process_frames].
[method get_physics_frames] can be used to run expensive logic less often without relying on a [Timer]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _physics_process(_delta):
if Engine.get_physics_frames() % 2 == 0:
pass # Run expensive logic only once every 2 physics frames here.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _PhysicsProcess(double delta)
+ {
+ base._PhysicsProcess(delta);
+
+ if (Engine.GetPhysicsFrames() % 2 == 0)
+ {
+ // Run expensive logic only once every 2 physics frames here.
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_physics_interpolation_fraction" qualifiers="const">
@@ -101,11 +122,24 @@
<description>
Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames].
[method get_process_frames] can be used to run expensive logic less often without relying on a [Timer]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _process(_delta):
if Engine.get_process_frames() % 2 == 0:
pass # Run expensive logic only once every 2 process (render) frames here.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Process(double delta)
+ {
+ base._Process(delta);
+
+ if (Engine.GetProcessFrames() % 2 == 0)
+ {
+ // Run expensive logic only once every 2 physics frames here.
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_script_language" qualifiers="const">
@@ -182,12 +216,20 @@
<return type="bool" />
<description>
Returns [code]true[/code] if the script is currently running inside the editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:
- [codeblock]
+ [codeblocks]
+ [gdscript]
if Engine.is_editor_hint():
draw_gizmos()
else:
simulate_physics()
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ if (Engine.IsEditorHint())
+ DrawGizmos();
+ else
+ SimulatePhysics();
+ [/csharp]
+ [/codeblocks]
See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
</description>