Improve the Engine.editor_hint
property documentation
(cherry picked from commit 17591fc6a1
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@ -144,7 +144,15 @@
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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], it is running inside the editor. Useful for tool scripts.
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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/stable/tutorials/misc/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 [code]F5[/code]), 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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