Namespace: sys
Language: Lua
Type: Defold Lua
File: script_engine.cpp
Source: engine/engine/src/script/script_engine.cpp
Functions and messages for using system resources, controlling the engine, error handling and debugging.
Type: MESSAGE Terminates the game application and reports the specified code to the OS. This message can only be sent to the designated @system socket.
Parameters
code (number) - exit code to report to the OS, 0 means clean exitExamples
This examples demonstrates how to exit the application when some kind of quit messages is received (maybe from gui or similar):
function on_message(self, message_id, message, sender)
if message_id == hash("quit") then
msg.post("@system:", "exit", {code = 0})
end
end
Type: MESSAGE Terminates the game application and reports the specified code to the OS. This message can only be sent to the designated @system socket.
Parameters
code (number) - exit code to report to the OS, 0 means clean exitExamples
This examples demonstrates how to exit the application when some kind of quit messages is received (maybe from gui or similar):
function on_message(self, message_id, message, sender)
if message_id == hash("quit") then
msg.post("@system:", "exit", {code = 0})
end
end
Type: MESSAGE Reboots the game engine with a specified set of arguments. Arguments will be translated into command line arguments. Sending the reboot command is equivalent to starting the engine with the same arguments. On startup the engine reads configuration from “game.project” in the project root. This message can only be sent to the designated @system socket.
Parameters
arg1 (string) - argument 1arg2 (string) - argument 2arg3 (string) - argument 3arg4 (string) - argument 4arg5 (string) - argument 5arg6 (string) - argument 6Examples
How to reboot engine with a specific bootstrap collection.
local arg1 = '--config=bootstrap.main_collection=/my.collectionc'
local arg2 = 'build/game.projectc'
msg.post("@system:", "reboot", {arg1 = arg1, arg2 = arg2})
Type: MESSAGE Reboots the game engine with a specified set of arguments. Arguments will be translated into command line arguments. Sending the reboot command is equivalent to starting the engine with the same arguments. On startup the engine reads configuration from “game.project” in the project root. This message can only be sent to the designated @system socket.
Parameters
arg1 (string) - argument 1arg2 (string) - argument 2arg3 (string) - argument 3arg4 (string) - argument 4arg5 (string) - argument 5arg6 (string) - argument 6Examples
How to reboot engine with a specific bootstrap collection.
local arg1 = '--config=bootstrap.main_collection=/my.collectionc'
local arg2 = 'build/game.projectc'
msg.post("@system:", "reboot", {arg1 = arg1, arg2 = arg2})
Type: MESSAGE Resume rendering. This message can only be sent to the designated @system socket.
Examples
msg.post(“@system:”, “resume_rendering”)
Type: MESSAGE Resume rendering. This message can only be sent to the designated @system socket.
Examples
msg.post(“@system:”, “resume_rendering”)
Type: MESSAGE Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in the “game.project” settings but set in run-time. If Vsync checked in “game.project”, the rate will be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is unchecked the engine will try to respect the rate in software using timers. There is no guarantee that the frame cap will be achieved depending on platform specifics and hardware settings. This message can only be sent to the designated @system socket.
Parameters
frequency (number) - target frequency. 60 for 60 fpsExamples
msg.post(“@system:”, “set_update_frequency”, { frequency = 60 } )
Type: MESSAGE Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in the “game.project” settings but set in run-time. If Vsync checked in “game.project”, the rate will be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is unchecked the engine will try to respect the rate in software using timers. There is no guarantee that the frame cap will be achieved depending on platform specifics and hardware settings. This message can only be sent to the designated @system socket.
Parameters
frequency (number) - target frequency. 60 for 60 fpsExamples
msg.post(“@system:”, “set_update_frequency”, { frequency = 60 } )
Type: MESSAGE Set the vsync swap interval. The interval with which to swap the front and back buffers in sync with vertical blanks (v-blank), the hardware event where the screen image is updated with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of 2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank before swapping the buffers. Default value is 1. When setting the swap interval to 0 and having vsync disabled in “game.project”, the engine will try to respect the set frame cap value from “game.project” in software instead. This setting may be overridden by driver settings. This message can only be sent to the designated @system socket.
Parameters
swap_interval (number) - target swap interval.Examples
msg.post(“@system:”, “set_vsync”, { swap_interval = 1 } )
Type: MESSAGE Set the vsync swap interval. The interval with which to swap the front and back buffers in sync with vertical blanks (v-blank), the hardware event where the screen image is updated with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of 2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank before swapping the buffers. Default value is 1. When setting the swap interval to 0 and having vsync disabled in “game.project”, the engine will try to respect the set frame cap value from “game.project” in software instead. This setting may be overridden by driver settings. This message can only be sent to the designated @system socket.
Parameters
swap_interval (number) - target swap interval.Examples
msg.post(“@system:”, “set_vsync”, { swap_interval = 1 } )
Type: MESSAGE Starts video recording of the game frame-buffer to file. Current video format is the open vp8 codec in the ivf container. It’s possible to upload this format directly to YouTube. The VLC video player has native support but with the known issue that not the entire file is played back. It’s probably an issue with VLC. The Miro Video Converter has support for vp8/ivf. Video recording is only supported on desktop platforms. Audio is currently not supported Window width and height must be a multiple of 8 to be able to record video. This message can only be sent to the designated @system socket.
Parameters
file_name (string) - file name to write the video toframe_period (number) - frame period to record, ie write every nth frame. Default value is 2fps (number) - frames per second. Playback speed for the video. Default value is 30. The fps value doens’t affect the recording. It’s only meta-data in the written video file.Examples
Record a video in 30 fps given that the native game fps is 60:
msg.post("@system:", "start_record", { file_name = "test_rec.ivf" } )
To write a video in 60 fps given that the native game fps is 60:
msg.post("@system:", "start_record", { file_name = "test_rec.ivf", frame_period = 1, fps = 60 } )
Type: MESSAGE Starts video recording of the game frame-buffer to file. Current video format is the open vp8 codec in the ivf container. It’s possible to upload this format directly to YouTube. The VLC video player has native support but with the known issue that not the entire file is played back. It’s probably an issue with VLC. The Miro Video Converter has support for vp8/ivf. Video recording is only supported on desktop platforms. Audio is currently not supported Window width and height must be a multiple of 8 to be able to record video. This message can only be sent to the designated @system socket.
Parameters
file_name (string) - file name to write the video toframe_period (number) - frame period to record, ie write every nth frame. Default value is 2fps (number) - frames per second. Playback speed for the video. Default value is 30. The fps value doens’t affect the recording. It’s only meta-data in the written video file.Examples
Record a video in 30 fps given that the native game fps is 60:
msg.post("@system:", "start_record", { file_name = "test_rec.ivf" } )
To write a video in 60 fps given that the native game fps is 60:
msg.post("@system:", "start_record", { file_name = "test_rec.ivf", frame_period = 1, fps = 60 } )
Type: MESSAGE Stops the currently active video recording. Video recording is only supported on desktop platforms. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "stop_record")
Type: MESSAGE Stops the currently active video recording. Video recording is only supported on desktop platforms. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "stop_record")
Type: FUNCTION This function will raise a Lua error if an error occurs while deserializing the buffer.
Parameters
buffer (string) - buffer to deserialize fromReturns
table (table) - lua table with deserialized dataExamples
Deserialize a lua table that was previously serialized:
local buffer = sys.serialize(my_table)
local table = sys.deserialize(buffer)
Type: FUNCTION Check if a path exists Good for checking if a file exists before loading a large file
Parameters
path (string) - path to checkReturns
result (boolean) - true if the path exists, false otherwiseExamples
Load data but return nil if path didn’t exist
if not sys.exists(path) then
return nil
end
return sys.load(path) -- returns {} if it failed
Type: FUNCTION Terminates the game application and reports the specified code to the OS.
Parameters
code (number) - exit code to report to the OS, 0 means clean exitExamples
This examples demonstrates how to exit the application when some kind of quit messages is received (maybe from gui or similar):
function on_message(self, message_id, message, sender)
if message_id == hash("quit") then
sys.exit(0)
end
end
Type: FUNCTION Returns a table with application information for the requested app. On iOS, the app_string is an url scheme for the app that is queried. Your game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array in a custom “Info.plist”. On Android, the app_string is the package identifier for the app.
Parameters
app_string (string) - platform specific string with application package or query, see above for details.Returns
app_info (table) - table with application information in the following fields:installedboolean true if the application is installed, false otherwise.</dd>
</dl>
Examples
Check if twitter is installed:
sysinfo = sys.get_sys_info()
twitter = {}
if sysinfo.system_name == "Android" then
twitter = sys.get_application_info("com.twitter.android")
elseif sysinfo.system_name == "iPhone OS" then
twitter = sys.get_application_info("twitter:")
end
if twitter.installed then
-- twitter is installed!
end
Info.plist for the iOS app needs to list the schemes that are queried:
...
LSApplicationQueriesSchemes
twitter
...
Type: FUNCTION The path from which the application is run. This function will raise a Lua error if unable to get the application support path.
Returns
path (string) - path to application executableExamples
Find a path where we can store data (the example path is on the macOS platform):
-- macOS: /Applications/my_game.app
local application_path = sys.get_application_path()
print(application_path) --> /Applications/my_game.app
-- Windows: C:\Program Files\my_game\my_game.exe
print(application_path) --> C:\Program Files\my_game
-- Linux: /home/foobar/my_game/my_game
print(application_path) --> /home/foobar/my_game
-- Android package name: com.foobar.my_game
print(application_path) --> /data/user/0/com.foobar.my_game
-- iOS: my_game.app
print(application_path) --> /var/containers/Bundle/Applications/123456AB-78CD-90DE-12345678ABCD/my_game.app
-- HTML5: http://www.foobar.com/my_game/
print(application_path) --> http://www.foobar.com/my_game
Type: FUNCTION Get boolean config value from the game.project configuration file with optional default value
Parameters
key (string) - key to get value for. The syntax is SECTION.KEYdefault_value (boolean) (optional) - (optional) default value to return if the value does not existReturns
value (boolean) - config value as a boolean. default_value if the config key does not exist. false if no default value was supplied.Examples
Get user config value
local vsync = sys.get_config_boolean("display.vsync", false)
Type: FUNCTION Get integer config value from the game.project configuration file with optional default value
Parameters
key (string) - key to get value for. The syntax is SECTION.KEYdefault_value (number) (optional) - (optional) default value to return if the value does not existReturns
value (number) - config value as an integer. default_value if the config key does not exist. 0 if no default value was supplied.Examples
Get user config value
local speed = sys.get_config_int("my_game.speed", 20) -- with default value
local testmode = sys.get_config_int("my_game.testmode") -- without default value
if testmode ~= nil then
-- do stuff
end
Type: FUNCTION Get number config value from the game.project configuration file with optional default value
Parameters
key (string) - key to get value for. The syntax is SECTION.KEYdefault_value (number) (optional) - (optional) default value to return if the value does not existReturns
value (number) - config value as an number. default_value if the config key does not exist. 0 if no default value was supplied.Examples
Get user config value
local speed = sys.get_config_number("my_game.speed", 20.0)
Type: FUNCTION Get string config value from the game.project configuration file with optional default value
Parameters
key (string) - key to get value for. The syntax is SECTION.KEYdefault_value (string) (optional) - (optional) default value to return if the value does not existReturns
value (string) - config value as a string. default_value if the config key does not exist. nil if no default value was supplied.Examples
Get user config value
local text = sys.get_config_string("my_game.text", "default text"))
Start the engine with a bootstrap config override and add a custom config value
$ dmengine --config=bootstrap.main_collection=/mytest.collectionc --config=mygame.testmode=1
Read the custom config value from the command line
local testmode = sys.get_config_int("mygame.testmode")
Type: FUNCTION Returns the current network connectivity status on mobile platforms. On desktop, this function always return sys.NETWORK_CONNECTED.
Returns
status (constant) - network connectivity status:sys.NETWORK_DISCONNECTED (no network connection is found)sys.NETWORK_CONNECTED_CELLULAR (connected through mobile cellular)sys.NETWORK_CONNECTED (otherwise, Wifi)Examples
Check if we are connected through a cellular connection
if (sys.NETWORK_CONNECTED_CELLULAR == sys.get_connectivity()) then
print("Connected via cellular, avoid downloading big files!")
end
Type: FUNCTION Returns a table with engine information.
Returns
engine_info (table) - table with engine information in the following fields:versionstring The current Defold engine version, i.e. “1.2.96”</dd>
version_sha1string The SHA1 for the current engine build, i.e. “0060183cce2e29dbd09c85ece83cbb72068ee050”</dd>
is_debugboolean If the engine is a debug or release version</dd> </dl>
Examples
How to retrieve engine information:
-- Update version text label so our testers know what version we're running
local engine_info = sys.get_engine_info()
local version_str = "Defold " .. engine_info.version .. "\n" .. engine_info.version_sha1
gui.set_text(gui.get_node("version"), version_str)
Type: FUNCTION Create a path to the host device for unit testing Useful for saving logs etc during development
Notes
Parameters
filename (string) - file to read fromReturns
host_path (string) - the path prefixed with the proper host mountExamples
Save data on the host
local host_path = sys.get_host_path("logs/test.txt")
sys.save(host_path, mytable)
Load data from the host
local host_path = sys.get_host_path("logs/test.txt")
local table = sys.load(host_path)
Type: FUNCTION Returns an array of tables with information on network interfaces.
Returns
ifaddrs (table) - an array of tables. Each table entry contain the following fields:namestring Interface name</dd>
addressstring IP address. might be nil if not available.</dd>
macstring Hardware MAC address. might be nil if not available.</dd>
upboolean true if the interface is up (available to transmit and receive data), false otherwise.</dd>
runningboolean true if the interface is running, false otherwise.</dd>
</dl>
Examples
How to get the IP address of interface “en0”:
ifaddrs = sys.get_ifaddrs()
for _,interface in ipairs(ifaddrs) do
if interface.name == "en0" then
local ip = interface.address
end
end
Type: FUNCTION The save-file path is operating system specific and is typically located under the user’s home directory. This function will raise a Lua error if unable to get the save file path.
Notes
DM_SAVE_HOME overrides the default application support path.Parameters
application_id (string) - user defined id of the application, which helps define the location of the save-filefile_name (string) - file-name to get path forReturns
path (string) - path to save-fileExamples
Find a path where we can store data:
local my_file_path = sys.get_save_file("my_game", "my_file")
-- macOS: /Users/foobar/Library/Application Support/my_game/my_file
print(my_file_path) --> /Users/foobar/Library/Application Support/my_game/my_file
-- Windows: C:\Users\foobar\AppData\Roaming\my_game\my_file
print(my_file_path) --> C:\Users\foobar\AppData\Roaming\my_game\my_file
-- Linux: $XDG_DATA_HOME/my_game/my_file or /home/foobar/.my_game/my_file
-- Linux: Defaults to /home/foobar/.local/share/my_game/my_file if neither exist.
print(my_file_path) --> /home/foobar/.local/share/my_game/my_file
-- Android package name: com.foobar.packagename
print(my_file_path) --> /data/data/0/com.foobar.packagename/files/my_file
-- iOS: my_game.app
print(my_file_path) --> /var/mobile/Containers/Data/Application/123456AB-78CD-90DE-12345678ABCD/my_game/my_file
-- HTML5 path inside the IndexedDB: /data/.my_game/my_file or /.my_game/my_file
print(my_file_path) --> /data/.my_game/my_file
Type: FUNCTION Returns a table with system information.
Parameters
options (table) (optional) - optional options tabledevice_identReturns
sys_info (table) - table with system information in the following fields:device_modelstring Only available on iOS and Android.</dd>
manufacturerstring Only available on iOS and Android.</dd>
system_namestring The system name: “Darwin”, “Linux”, “Windows”, “HTML5”, “Android” or “iPhone OS”</dd>
system_versionstring The system OS version.</dd>
api_versionstring The API version on the system.</dd>
languagestring Two character ISO-639 format, i.e. “en”.</dd>
device_languagestring Two character ISO-639 format (i.e. “sr”) and, if applicable, followed by a dash (-) and an ISO 15924 script code (i.e. “sr-Cyrl” or “sr-Latn”). Reflects the device preferred language.</dd>
territorystring Two character ISO-3166 format, i.e. “US”.</dd>
gmt_offsetnumber The current offset from GMT (Greenwich Mean Time), in minutes.</dd>
device_identstring This value secured by OS. “identifierForVendor” on iOS. “android_id” on Android. On Android, you need to add READ_PHONE_STATE permission to be able to get this data. We don’t use this permission in Defold.</dd>
user_agentstring The HTTP user agent, i.e. “Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_3) AppleWebKit/602.4.8 (KHTML, like Gecko) Version/10.0.3 Safari/602.4.8”</dd> </dl>
Examples
How to get system information:
local info = sys.get_sys_info()
if info.system_name == "HTML5" then
-- We are running in a browser.
end
Type: FUNCTION If the file exists, it must have been created by sys.save to be loaded. This function will raise a Lua error if an error occurs while loading the file.
Parameters
filename (string) - file to read fromReturns
loaded (table) - lua table, which is empty if the file could not be foundExamples
Load data that was previously saved, e.g. an earlier game session:
local my_file_path = sys.get_save_file("my_game", "my_file")
local my_table = sys.load(my_file_path)
if not next(my_table) then
-- empty table
end
Type: FUNCTION The sys.load_buffer function will first try to load the resource from any of the mounted resource locations and return the data if any matching entries found. If not, the path will be tried as is from the primary disk on the device. In order for the engine to include custom resources in the build process, you need to specify them in the “custom_resources” key in your “game.project” settings file. You can specify single resource files or directories. If a directory is included in the resource list, all files and directories in that directory is recursively included: For example “main/data/,assets/level_data.json”.
Parameters
path (string) - the path to load the buffer fromReturns
buffer (buffer) - the buffer with dataExamples
Load binary data from a custom project resource:
local my_buffer = sys.load_buffer("/assets/my_level_data.bin")
local data_str = buffer.get_bytes(my_buffer, "data")
local has_my_header = string.sub(data_str,1,6) == "D3F0LD"
Load binary data from non-custom resource files on disk:
local asset_1 = sys.load_buffer("folder_next_to_binary/my_level_asset.txt")
local asset_2 = sys.load_buffer("/my/absolute/path")
Type: FUNCTION The sys.load_buffer function will first try to load the resource from any of the mounted resource locations and return the data if any matching entries found. If not, the path will be tried as is from the primary disk on the device. In order for the engine to include custom resources in the build process, you need to specify them in the “custom_resources” key in your “game.project” settings file. You can specify single resource files or directories. If a directory is included in the resource list, all files and directories in that directory is recursively included: For example “main/data/,assets/level_data.json”. Note that issuing multiple requests of the same resource will yield individual buffers per request. There is no implic caching of the buffers based on request path.
Parameters
path (string) - the path to load the buffer fromstatus_callback (function(self, request_id, result)) - A status callback that will be invoked when a request has been handled, or an error occured. The result is a table containing:statusnumber The status of the request, supported values are:</dd> </dl>
resource.REQUEST_STATUS_FINISHEDresource.REQUEST_STATUS_ERROR_IO_ERRORresource.REQUEST_STATUS_ERROR_NOT_FOUNDbufferbuffer If the request was successfull, this will contain the request payload in a buffer object, and nil otherwise. Make sure to check the status before doing anything with the buffer value!</dd> </dl>
Returns
handle (number) - a handle to the requestExamples
Load binary data from a custom project resource and update a texture resource:
function my_callback(self, request_id, result)
if result.status == resource.REQUEST_STATUS_FINISHED then
resource.set_texture("/my_texture", { ... }, result.buf)
end
end
local my_request = sys.load_buffer_async("/assets/my_level_data.bin", my_callback)
Load binary data from non-custom resource files on disk:
function my_callback(self, request_id, result)
if result.status ~= sys.REQUEST_STATUS_FINISHED then
-- uh oh! File could not be found, do something graceful
elseif request_id == self.first_asset then
-- result.buffer contains data from my_level_asset.bin
elif request_id == self.second_asset then
-- result.buffer contains data from 'my_level.bin'
end
end
function init(self)
self.first_asset = hash("folder_next_to_binary/my_level_asset.bin")
self.second_asset = hash("/some_absolute_path/my_level.bin")
self.first_request = sys.load_buffer_async(self.first_asset, my_callback)
self.second_request = sys.load_buffer_async(self.second_asset, my_callback)
end
Type: FUNCTION Loads a custom resource. Specify the full filename of the resource that you want to load. When loaded, the file data is returned as a string. If loading fails, the function returns nil plus the error message. In order for the engine to include custom resources in the build process, you need to specify them in the “custom_resources” key in your “game.project” settings file. You can specify single resource files or directories. If a directory is included in the resource list, all files and directories in that directory is recursively included: For example “main/data/,assets/level_data.json”.
Parameters
filename (string) - resource to load, full pathReturns
data (string |
nil) - loaded data, or nil if the resource could not be loaded |
error (string |
nil) - the error message, or nil if no error occurred |
Examples
-- Load level data into a string
local data, error = sys.load_resource("/assets/level_data.json")
-- Decode json string to a Lua table
if data then
local data_table = json.decode(data)
pprint(data_table)
else
print(error)
end
Type: CONSTANT network connected through other, non cellular, connection
Type: CONSTANT network connected through mobile cellular
Type: CONSTANT no network connection found
Type: FUNCTION Open URL in default application, typically a browser
Parameters
url (string) - url to openattributes (table) (optional) - table with attributes
target_self - (default value) URL replaces the current page._blank - URL is loaded into a new window, or tab._parent - URL is loaded into the parent frame._top - URL replaces any framesets that may be loaded.name - The name of the window (Note: the name does not specify the title of the new window).Returns
success (boolean) - a boolean indicating if the url could be opened or notExamples
Open an URL:
local success = sys.open_url("http://www.defold.com", {target = "_blank"})
if not success then
-- could not open the url...
end
Type: FUNCTION Reboots the game engine with a specified set of arguments. Arguments will be translated into command line arguments. Calling reboot function is equivalent to starting the engine with the same arguments. On startup the engine reads configuration from “game.project” in the project root.
Parameters
arg1 (string) (optional) - argument 1arg2 (string) (optional) - argument 2arg3 (string) (optional) - argument 3arg4 (string) (optional) - argument 4arg5 (string) (optional) - argument 5arg6 (string) (optional) - argument 6Examples
How to reboot engine with a specific bootstrap collection.
local arg1 = '--config=bootstrap.main_collection=/my.collectionc'
local arg2 = 'build/game.projectc'
sys.reboot(arg1, arg2)
Type: CONSTANT an asyncronous request is unable to read the resource
Type: CONSTANT an asyncronous request is unable to locate the resource
Type: CONSTANT an asyncronous request has finished successfully
Type: FUNCTION The table can later be loaded by sys.load. Use sys.get_save_file to obtain a valid location for the file. Internally, this function uses a workspace buffer sized output file sized 512kb. This size reflects the output file size which must not exceed this limit. Additionally, the total number of rows that any one table may contain is limited to 65536 (i.e. a 16 bit range). When tables are used to represent arrays, the values of keys are permitted to fall within a 32 bit range, supporting sparse arrays, however the limit on the total number of rows remains in effect. This function will raise a Lua error if an error occurs while saving the table.
Parameters
filename (string) - file to write totable (table) - lua table to saveExamples
Save data:
local my_table = {}
table.insert(my_table, "my_value")
local my_file_path = sys.get_save_file("my_game", "my_file")
sys.save(my_file_path, my_table)
Type: FUNCTION The buffer can later deserialized by sys.deserialize. This function has all the same limitations as sys.save. This function will raise a Lua error if an error occurs while serializing the table.
Parameters
table (table) - lua table to serializeReturns
buffer (string) - serialized data bufferExamples
Serialize table:
local my_table = {}
table.insert(my_table, "my_value")
local buffer = sys.serialize(my_table)
Type: FUNCTION Sets the host that is used to check for network connectivity against.
Parameters
host (string) - hostname to check againstExamples
sys.set_connectivity_host("www.google.com")
Type: FUNCTION Enables engine throttling.
Notes
Parameters
enable (boolean) - true if throttling should be enabledcooldown (number) - the time period to do update + render for (seconds)Examples
Disable throttling
sys.set_engine_throttle(false)
Enable throttling
sys.set_engine_throttle(true, 1.5)
Type: FUNCTION Set the Lua error handler function. The error handler is a function which is called whenever a lua runtime error occurs.
Parameters
error_handler (function(source, message, traceback)) - the function to be called on errorsourcestring The runtime context of the error. Currently, this is always "lua".</dd>
messagestring The source file, line number and error message.</dd>
tracebackstring The stack traceback.</dd> </dl>
Examples
Install error handler that just prints the errors
local function my_error_handler(source, message, traceback)
print(source) --> lua
print(message) --> main/my.script:10: attempt to perform arithmetic on a string value
print(traceback) --> stack traceback:
--> main/test.script:10: in function 'boom'
--> main/test.script:15: in function
end
local function boom()
return 10 + "string"
end
function init(self)
sys.set_error_handler(my_error_handler)
boom()
end
Type: FUNCTION Disables rendering
Notes
Parameters
enable (boolean) - true if throttling should be enabledExamples
Disable rendering
sys.set_render_enable(false)
Type: FUNCTION Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in the “game.project” settings but set in run-time. If Vsync checked in “game.project”, the rate will be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is unchecked the engine will try to respect the rate in software using timers. There is no guarantee that the frame cap will be achieved depending on platform specifics and hardware settings.
Parameters
frequency (number) - target frequency. 60 for 60 fpsExamples
Setting the update frequency to 60 frames per second
sys.set_update_frequency(60)
Type: FUNCTION Set the vsync swap interval. The interval with which to swap the front and back buffers in sync with vertical blanks (v-blank), the hardware event where the screen image is updated with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of 2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank before swapping the buffers. Default value is 1. When setting the swap interval to 0 and having vsync disabled in “game.project”, the engine will try to respect the set frame cap value from “game.project” in software instead. This setting may be overridden by driver settings.
Parameters
swap_interval (number) - target swap interval.Examples
Setting the swap intervall to swap every v-blank
sys.set_vsync_swap_interval(1)
Type: MESSAGE Toggles the on-screen physics visual debugging mode which is very useful for tracking down issues related to physics. This mode visualizes all collision object shapes and normals at detected contact points. Toggling this mode on is equal to setting physics.debug in the “game.project” settings, but set in run-time. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "toggle_physics_debug")
Type: MESSAGE Toggles the on-screen physics visual debugging mode which is very useful for tracking down issues related to physics. This mode visualizes all collision object shapes and normals at detected contact points. Toggling this mode on is equal to setting physics.debug in the “game.project” settings, but set in run-time. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "toggle_physics_debug")
Type: MESSAGE Toggles the on-screen profiler. The profiler is a real-time tool that shows the numbers of milliseconds spent in each scope per frame as well as counters. The profiler is very useful for tracking down performance and resource problems. In addition to the on-screen profiler, Defold includes a web-based profiler that allows you to sample a series of data points and then analyze them in detail. The web profiler is available at http://:8002 where is the IP address of the device you are running your game on. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "toggle_profile")
Type: MESSAGE Toggles the on-screen profiler. The profiler is a real-time tool that shows the numbers of milliseconds spent in each scope per frame as well as counters. The profiler is very useful for tracking down performance and resource problems. In addition to the on-screen profiler, Defold includes a web-based profiler that allows you to sample a series of data points and then analyze them in detail. The web profiler is available at http://:8002 where is the IP address of the device you are running your game on. This message can only be sent to the designated @system socket.
Examples
msg.post("@system:", "toggle_profile")