extends Node enum PhysicsEngine { BULLET, GODOT_PHYSICS, OTHER, } var _engine = PhysicsEngine.OTHER func _enter_tree(): get_tree().debug_collisions_hint = true var engine_string = ProjectSettings.get_setting("physics/3d/physics_engine") match engine_string: "DEFAULT": _engine = PhysicsEngine.BULLET "Bullet": _engine = PhysicsEngine.BULLET "GodotPhysics": _engine = PhysicsEngine.GODOT_PHYSICS _: _engine = PhysicsEngine.OTHER func _process(_delta): if Input.is_action_just_pressed("toggle_full_screen"): OS.window_fullscreen = not OS.window_fullscreen if Input.is_action_just_pressed("toggle_debug_collision"): var debug_collision_enabled = not _is_debug_collision_enabled() _set_debug_collision_enabled(debug_collision_enabled) if debug_collision_enabled: Log.print_log("Debug Collision ON") else: Log.print_log("Debug Collision OFF") if Input.is_action_just_pressed("exit"): get_tree().quit() func get_physics_engine(): return _engine func _set_debug_collision_enabled(enabled): get_tree().debug_collisions_hint = enabled func _is_debug_collision_enabled(): return get_tree().debug_collisions_hint