Looking at this: https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-idle-frames
Does this give me the number of frames processed since the game started? Or does it only count frames in which some qualification for "idle" is met?
I'm trying to set up a thing where I need the total number of frames passed since the game started, and if possible I wish to use built-in stuff rather than making a counter on my own.
You would use Engine.get_frames_drawn()
Engine.get_frames_drawn()
cybereality what would be the difference? Also, the manual says that in some situation get_frames_drawn() would always return 0, is that situation something that can occur during typical usage of the game?
That is for servers. On a normal game it adds one every frame that is rendered.
According to here: https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html Idle frames are when _process is called (running as often as possible, variable frame rate) and physics frames are when _physics_process is called at 60Hz (default).
(Idle seems an inappropriate term for it. It's definitely not idle, it's running as fast as it can)