<?xml version="1.0" encoding="UTF-8" ?> <class name="Engine" inherits="Object" category="Core" version="3.2"> <brief_description> Access to basic engine properties. </brief_description> <description> The [Engine] class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others. </description> <tutorials> </tutorials> <methods> <method name="get_author_info" qualifiers="const"> <return type="Dictionary"> </return> <description> 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 </description> </method> <method name="get_copyright_info" qualifiers="const"> <return type="Array"> </return> <description> Returns an Array of copyright information Dictionaries. "name" - String, component name "parts" - Array of Dictionaries {"files", "copyright", "license"} describing subsections of the component </description> </method> <method name="get_donor_info" qualifiers="const"> <return type="Dictionary"> </return> <description> Returns a Dictionary of Arrays of donor names. {"platinum_sponsors", "gold_sponsors", "mini_sponsors", "gold_donors", "silver_donors", "bronze_donors"} </description> </method> <method name="get_frames_drawn"> <return type="int"> </return> <description> Returns the total number of frames drawn. </description> </method> <method name="get_frames_per_second" qualifiers="const"> <return type="float"> </return> <description> Returns the frames per second of the running game. </description> </method> <method name="get_license_info" qualifiers="const"> <return type="Dictionary"> </return> <description> Returns Dictionary of licenses used by Godot and included third party components. </description> </method> <method name="get_license_text" qualifiers="const"> <return type="String"> </return> <description> Returns Godot license text. </description> </method> <method name="get_main_loop" qualifiers="const"> <return type="MainLoop"> </return> <description> Returns the main loop object (see [MainLoop] and [SceneTree]). </description> </method> <method name="get_singleton" qualifiers="const"> <return type="Object"> </return> <argument index="0" name="name" type="String"> </argument> <description> </description> </method> <method name="get_version_info" qualifiers="const"> <return type="Dictionary"> </return> <description> 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 an 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 "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 [code]0x03010C[/code]. Note that 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: [codeblock] if Engine.get_version_info().hex >= 0x030200: # do things specific to version 3.2 or later else: # do things specific to versions before 3.2 [/codeblock] </description> </method> <method name="has_singleton" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="name" type="String"> </argument> <description> </description> </method> <method name="is_in_physics_frame" qualifiers="const"> <return type="bool"> </return> <description> Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop. </description> </method> </methods> <members> <member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint"> If [code]true[/code], it is running inside the editor. Useful for tool scripts. </member> <member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second"> 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"> </member> <member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps"> The desired frames per second. If the hardware cannot keep up, this setting may not be respected. Defaults to 0, which indicates no limit. </member> <member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale"> 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. </member> </members> <constants> </constants> </class>