<?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 project'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. [code]lead_developers[/code] - Array of Strings, lead developer names [code]founders[/code] - Array of Strings, founder names [code]project_managers[/code] - Array of Strings, project manager names [code]developers[/code] - 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. [code]name[/code] - String, component name [code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} 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. {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} </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_physics_interpolation_fraction" qualifiers="const"> <return type="float"> </return> <description> 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. </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. [code]major[/code] - Holds the major version number as an int [code]minor[/code] - Holds the minor version number as an int [code]patch[/code] - Holds the patch version number as an int [code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below) [code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String [code]build[/code] - Holds the build name (e.g. "custom_build") as a String [code]hash[/code] - Holds the full Git commit hash as a String [code]year[/code] - Holds the year the version was released in as an int [code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String The [code]hex[/code] 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]. [b]Note:[/b] 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" default="true"> 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" default="60"> 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"> </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. </member> <member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0"> 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>