Engine
Core engine identity and utilities. All methods are static.
Engine
Section titled “Engine”Engine.Name()
Section titled “Engine.Name()”Returns: String — The engine name (e.g. "Plume3D").
var name = Engine.Name()Logger.info(name) // "Plume3D"Engine.Version()
Section titled “Engine.Version()”Returns: String — Full version string (e.g. "0.1.0").
Logger.info("Plume3D %(Engine.Version())")Engine.VersionYear() / Engine.VersionMonth() / Engine.VersionPatch()
Section titled “Engine.VersionYear() / Engine.VersionMonth() / Engine.VersionPatch()”Returns: Num — Year, month, and patch components of the version number.
var year = Engine.VersionYear()var month = Engine.VersionMonth()var patch = Engine.VersionPatch()Engine.screenshot(path)
Section titled “Engine.screenshot(path)”Returns: Bool — true if the screenshot request was queued successfully.
Parameters:
path(String) — Path relative to the project root where the image will be saved (e.g."screenshots/frame.png").
Queues a screenshot to be written at the end of the frame. Supported image format depends on the build (e.g. PNG).
if (Engine.screenshot("screenshots/frame_001.png")) { Logger.info("Screenshot queued")}See Logger for logging. See Shader for the shader resource returned by Graphics.loadShader.