8f4ac7bc4a
Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
186 lines
9.5 KiB
XML
186 lines
9.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Engine" inherits="Object" version="4.0">
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<brief_description>
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Access to engine properties.
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</brief_description>
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<description>
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The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_author_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns engine author information in a Dictionary.
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[code]lead_developers[/code] - Array of Strings, lead developer names
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[code]founders[/code] - Array of Strings, founder names
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[code]project_managers[/code] - Array of Strings, project manager names
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[code]developers[/code] - Array of Strings, developer names
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</description>
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</method>
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<method name="get_copyright_info" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns an Array of copyright information Dictionaries.
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[code]name[/code] - String, component name
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[code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} describing subsections of the component
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</description>
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</method>
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<method name="get_donor_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns a Dictionary of Arrays of donor names.
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{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
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</description>
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</method>
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<method name="get_frames_drawn">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_process_frames].
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</description>
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</method>
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<method name="get_frames_per_second" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the frames per second of the running game.
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</description>
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</method>
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<method name="get_license_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns Dictionary of licenses used by Godot and included third party components.
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</description>
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</method>
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<method name="get_license_text" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns Godot license text.
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</description>
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</method>
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<method name="get_main_loop" qualifiers="const">
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<return type="MainLoop">
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</return>
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<description>
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Returns the main loop object (see [MainLoop] and [SceneTree]).
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</description>
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</method>
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<method name="get_physics_frames" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b].
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</description>
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</method>
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<method name="get_physics_interpolation_fraction" qualifiers="const">
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<return type="float">
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</return>
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<description>
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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.
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</description>
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</method>
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<method name="get_process_frames" qualifiers="const">
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<return type="int">
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</return>
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<description>
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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].
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</description>
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</method>
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<method name="get_singleton" qualifiers="const">
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<return type="Object">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments.
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</description>
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</method>
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<method name="get_version_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns the current engine version information in a Dictionary.
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[code]major[/code] - Holds the major version number as an int
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[code]minor[/code] - Holds the minor version number as an int
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[code]patch[/code] - Holds the patch version number as an int
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[code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)
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[code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
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[code]build[/code] - Holds the build name (e.g. "custom_build") as a String
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[code]hash[/code] - Holds the full Git commit hash as a String
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[code]year[/code] - Holds the year the version was released in as an int
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[code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String
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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:
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[codeblocks]
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[gdscript]
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if Engine.get_version_info().hex >= 0x030200:
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# Do things specific to version 3.2 or later
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else:
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# Do things specific to versions before 3.2
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[/gdscript]
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[csharp]
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if ((int)Engine.GetVersionInfo()["hex"] >= 0x030200)
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{
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// Do things specific to version 3.2 or later
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}
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else
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{
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// Do things specific to versions before 3.2
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}
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="has_singleton" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
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</description>
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</method>
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<method name="is_in_physics_frame" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
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</description>
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</method>
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</methods>
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<members>
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<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
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If [code]true[/code], the script is currently running inside the editor. 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:
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[codeblock]
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if Engine.editor_hint:
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draw_gizmos()
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else:
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simulate_physics()
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[/codeblock]
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See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
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[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.
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</member>
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<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] 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.
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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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 in-game clock and real clock, but allows smoothing 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.
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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
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</member>
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<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
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The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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</member>
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<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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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.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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