Documentation
¶
Overview ¶
Package Engine provides methods for working with Engine object instances.
Index ¶
- func Advanced() class
- func GetArchitectureName() string
- func GetFramesDrawn() int
- func GetFramesPerSecond() Float.X
- func GetLicenseInfo() map[string]string
- func GetLicenseText() string
- func GetMainLoop() [1]gdclass.MainLoop
- func GetPhysicsFrames() int
- func GetPhysicsInterpolationFraction() Float.X
- func GetProcessFrames() int
- func GetScriptLanguage(index int) [1]gdclass.ScriptLanguage
- func GetScriptLanguageCount() int
- func GetSingleton(name string) Object.Instance
- func GetSingletonList() []string
- func GetWriteMoviePath() string
- func HasSingleton(name string) bool
- func IsEditorHint() bool
- func IsInPhysicsFrame() bool
- func Log(v ...any)
- func Logv(v ...any)
- func MaxFps() int
- func MaxPhysicsStepsPerFrame() int
- func PhysicsJitterFix() Float.X
- func PhysicsTicksPerSecond() int
- func Print(v ...any)
- func PrintErrorMessages() bool
- func PrintRich(v ...any)
- func Println(v ...any)
- func Raise(err error)
- func RaiseWarning(v ...any)
- func RegisterScriptLanguage(language [1]gdclass.ScriptLanguage) error
- func RegisterSingleton(name string, instance Object.Instance)
- func SetMaxFps(value int)
- func SetMaxPhysicsStepsPerFrame(value int)
- func SetPhysicsJitterFix(value Float.X)
- func SetPhysicsTicksPerSecond(value int)
- func SetPrintErrorMessages(value bool)
- func SetTimeScale(value Float.X)
- func TimeScale() Float.X
- func UnregisterScriptLanguage(language [1]gdclass.ScriptLanguage) error
- func UnregisterSingleton(name string)
- func Version() gd.Version
- type AuthorInfo
- type Copyright
- type DonorInfo
- type Part
- type VersionInfo
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func Advanced ¶
func Advanced() class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
func GetArchitectureName ¶
func GetArchitectureName() string
Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/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 build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name: [codeblocks] [gdscript] if "64" in Engine.get_architecture_name():
print("Running a 64-bit build of Godot.")
else:
print("Running a 32-bit build of Godot.")
[/gdscript] [csharp] if (Engine.GetArchitectureName().Contains("64"))
GD.Print("Running a 64-bit build of Godot.");
else
GD.Print("Running a 32-bit build of Godot.");
[/csharp] [/codeblocks] [b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
func GetFramesDrawn ¶
func GetFramesDrawn() int
Returns the total number of frames drawn since the engine started. [b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--disable-render-loop[/code] via command line, this method always returns [code]0[/code]. See also [method get_process_frames].
func GetFramesPerSecond ¶
Returns the average frames rendered every second (FPS), also known as the framerate.
func GetLicenseInfo ¶
Returns a [Dictionary] of licenses used by Godot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text.
func GetMainLoop ¶
Returns the instance of the [MainLoop]. This is usually the main [SceneTree] and is the same as [method Node.get_tree]. [b]Note:[/b] The type instantiated as the main loop can changed with [member ProjectSettings.application/run/main_loop_type].
func GetPhysicsFrames ¶
func GetPhysicsFrames() int
Returns the total number of frames passed since the engine started. This number is increased every [b]physics frame[/b]. See also [method get_process_frames]. This method can be used to run expensive logic less often without relying on a [Timer]: [codeblocks] [gdscript] func _physics_process(_delta):
if Engine.get_physics_frames() % 2 == 0: pass # Run expensive logic only once every 2 physics frames here.
[/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]
func GetPhysicsInterpolationFraction ¶
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.
func GetProcessFrames ¶
func GetProcessFrames() int
Returns the total number of frames passed since the engine started. This number is increased every [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames]. This method can be used to run expensive logic less often without relying on a [Timer]: [codeblocks] [gdscript] func _process(_delta):
if Engine.get_process_frames() % 5 == 0: pass # Run expensive logic only once every 5 process (render) frames here.
[/gdscript] [csharp] public override void _Process(double delta)
{ base._Process(delta); if (Engine.GetProcessFrames() % 5 == 0) { // Run expensive logic only once every 5 process (render) frames here. } }
[/csharp] [/codeblocks]
func GetScriptLanguage ¶
func GetScriptLanguage(index int) [1]gdclass.ScriptLanguage
Returns an instance of a [ScriptLanguage] with the given [param index].
func GetScriptLanguageCount ¶
func GetScriptLanguageCount() int
Returns the number of available script languages. Use with [method get_script_language].
func GetSingleton ¶
Returns the global singleton with the given [param name], or [code]null[/code] if it does not exist. Often used for plugins. See also [method has_singleton] and [method get_singleton_list]. [b]Note:[/b] Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
func GetSingletonList ¶
func GetSingletonList() []string
Returns a list of names of all available global singletons. See also [method get_singleton].
func GetWriteMoviePath ¶
func GetWriteMoviePath() string
Returns the path to the [MovieWriter]'s output file, or an empty string if the engine wasn't started in Movie Maker mode. The default path can be changed in [member ProjectSettings.editor/movie_writer/movie_file].
func HasSingleton ¶
Returns [code]true[/code] if a singleton with the given [param name] exists in the global scope. See also [method get_singleton]. [codeblocks] [gdscript] print(Engine.has_singleton("OS")) # Prints true print(Engine.has_singleton("Engine")) # Prints true print(Engine.has_singleton("AudioServer")) # Prints true print(Engine.has_singleton("Unknown")) # Prints false [/gdscript] [csharp] GD.Print(Engine.HasSingleton("OS")); // Prints true GD.Print(Engine.HasSingleton("Engine")); // Prints true GD.Print(Engine.HasSingleton("AudioServer")); // Prints true GD.Print(Engine.HasSingleton("Unknown")); // Prints false [/csharp] [/codeblocks] [b]Note:[/b] Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
func IsEditorHint ¶
func IsEditorHint() bool
Returns [code]true[/code] if the script is currently running inside the editor, otherwise returns [code]false[/code]. 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: [codeblocks] [gdscript] if Engine.is_editor_hint():
draw_gizmos()
else:
simulate_physics()
[/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 running on an editor [i]build[/i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] evaluate to [code]true[/code] both when the script is running in the editor and when running the project from the editor, but returns [code]false[/code] when run from an exported project.
func IsInPhysicsFrame ¶
func IsInPhysicsFrame() bool
Returns [code]true[/code] if the engine is inside the fixed physics process step of the main loop. [codeblock] func _enter_tree():
# Depending on when the node is added to the tree, # prints either "true" or "false". print(Engine.is_in_physics_frame())
func _process(delta):
print(Engine.is_in_physics_frame()) # Prints false
func _physics_process(delta):
print(Engine.is_in_physics_frame()) # Prints true
[/codeblock]
func Log ¶
func Log(v ...any)
Log prints one or more arguments to strings in the best way possible to standard error line
func Logv ¶
func Logv(v ...any)
Logv prints if verbose mode is enabled (OS.is_stdout_verbose returning true), converts one or more arguments of any type to string in the best way possible and prints them to the console.
func MaxPhysicsStepsPerFrame ¶
func MaxPhysicsStepsPerFrame() int
func PhysicsJitterFix ¶
func PhysicsTicksPerSecond ¶
func PhysicsTicksPerSecond() int
func Print ¶
func Print(v ...any)
Print prints one or more arguments to strings in the best way possible to the OS terminal. Unlike print, no newline is automatically added at the end.
func PrintErrorMessages ¶
func PrintErrorMessages() bool
func PrintRich ¶
func PrintRich(v ...any)
PrintRich converts one or more arguments of any type to string in the best way possible and prints them to the console.
The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor.
Color tags only support the following named colors: black, red, green, yellow, blue, magenta, pink, purple, cyan, white, orange, gray. Hexadecimal color codes are not supported.
URL tags only support URLs wrapped by a URL tag, not URLs with a different title.
When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Support for ANSI escape codes varies across terminal emulators, especially for italic and strikethrough. In standard output, code is represented with faint text but without any font change. Unsupported tags are left as-is in standard output.
func Println ¶
func Println(v ...any)
Println converts one or more arguments of any type to string in the best way possible and prints them to the console.
func Raise ¶
func Raise(err error)
Raise pushes an error message to Godot's built-in debugger and to the OS terminal.
func RaiseWarning ¶
func RaiseWarning(v ...any)
RaiseWarning pushes a warning message to Godot's built-in debugger and to the OS terminal.
func RegisterScriptLanguage ¶
func RegisterScriptLanguage(language [1]gdclass.ScriptLanguage) error
Registers a [ScriptLanguage] instance to be available with [code]ScriptServer[/code]. Returns: - [constant OK] on success; - [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the limit and cannot register any new language; - [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains a language with similar extension/name/type.
func RegisterSingleton ¶
Registers the given [Object] [param instance] as a singleton, available globally under [param name]. Useful for plugins.
func SetMaxPhysicsStepsPerFrame ¶
func SetMaxPhysicsStepsPerFrame(value int)
func SetPhysicsJitterFix ¶
func SetPhysicsTicksPerSecond ¶
func SetPhysicsTicksPerSecond(value int)
func SetPrintErrorMessages ¶
func SetPrintErrorMessages(value bool)
func SetTimeScale ¶
func UnregisterScriptLanguage ¶
func UnregisterScriptLanguage(language [1]gdclass.ScriptLanguage) error
Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code]. Returns: - [constant OK] on success; - [constant ERR_DOES_NOT_EXIST] if the language is not registered in [code]ScriptServer[/code].
func UnregisterSingleton ¶
func UnregisterSingleton(name string)
Removes the singleton registered under [param name]. The singleton object is [i]not[/i] freed. Only works with user-defined singletons registered with [method register_singleton].
Types ¶
type AuthorInfo ¶
type AuthorInfo struct { LeadDevelopers []string `gd:"lead_developers"` Founders []string `gd:"founders"` ProjectManagers []string `gd:"project_managers"` Developers []string `gd:"developers"` }
func GetAuthorInfo ¶
func GetAuthorInfo() AuthorInfo
Returns the engine author information as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Godot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code].
type Copyright ¶
func GetCopyrightInfo ¶
func GetCopyrightInfo() []Copyright
Returns an [Array] of dictionaries with copyright information for every component of Godot's source code. Every [Dictionary] contains a [code]name[/code] identifier, and a [code]parts[/code] array of dictionaries. It describes the component in detail with the following entries: - [code]files[/code] - [Array] of file paths from the source code affected by this component; - [code]copyright[/code] - [Array] of owners of this component; - [code]license[/code] - The license applied to this component (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]" or "[url=https://creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]").
type DonorInfo ¶
type DonorInfo struct { PlatinumSponsors []string `gd:"platinum_sponsors"` GoldSponsors []string `gd:"gold_sponsors"` SilverSponsors []string `gd:"silver_sponsors"` BronzeSponsors []string `gd:"bronze_sponsors"` MiniSponsors []string `gd:"mini_sponsors"` GoldDonors []string `gd:"gold_donors"` SilverDonors []string `gd:"silver_donors"` BronzeDonors []string `gd:"bronze_donors"` }
func GetDonorInfo ¶
func GetDonorInfo() DonorInfo
Returns a [Dictionary] of categorized donor names. Each entry is an [Array] of strings: {[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]}
type VersionInfo ¶
type VersionInfo struct { Major int `gd:"major"` Minor int `gd:"minor"` Patch int `gd:"patch"` Hex int `gd:"hex"` Status string `gd:"status"` Build string `gd:"build"` Hash string `gd:"hash"` Timestamp int `gd:"timestamp"` String string `gd:"string"` }
func GetVersionInfo ¶
func GetVersionInfo() VersionInfo
Returns the current engine version information as a [Dictionary] containing the following entries: - [code]major[/code] - Major version number as an int; - [code]minor[/code] - Minor version number as an int; - [code]patch[/code] - Patch version number as an int; - [code]hex[/code] - Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below); - [code]status[/code] - Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String; - [code]build[/code] - Build name (e.g. "custom_build") as a String; - [code]hash[/code] - Full Git commit hash as a String; - [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in seconds as an int, or [code]0[/code] if unavailable; - [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/code], [code]status[/code], and [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] The [code]hex[/code] value is still an [int] internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for quick version comparisons from code: [codeblocks] [gdscript] if Engine.get_version_info().hex >= 0x040100:
pass # Do things specific to version 4.1 or later.
else:
pass # Do things specific to versions before 4.1.
[/gdscript] [csharp] if ((int)Engine.GetVersionInfo()["hex"] >= 0x040100)
{ // Do things specific to version 4.1 or later. }
else
{ // Do things specific to versions before 4.1. }
[/csharp] [/codeblocks]