FFlags
Functions for reading and writing Fast Flags (FFlags), which are internal variables used by the game engine to control features and behavior.
game.GetFFlag(name, type)
Retrieves the value of a given FFlag, casting it to the specified type.
Parameters:
name: string - The case-sensitive name of the FFlag.
type: string - The expected data type of the FFlag. Must be one of "bool", "int", "float", or "double".
Returns:
any | nil: The value of the FFlag cast to the specified type, or nil if the flag is not found.
local physics_steps = game.GetFFlag("PhysicsStepsPerSecond", "float")
if physics_steps ~= nil then
print("Physics steps per second:", physics_steps)
end
-- Example of a non-existent flag
local not_found = game.GetFFlag("ThisFlagDoesNotExist", "int")
if not_found == nil then
print("Correctly reported that the FFlag was not found.")
endgame.SetFFlag(name, value, type)
Sets the value of a given FFlag, writing it as the specified type.
Parameters:
name: string - The case-sensitive name of the FFlag.
value: any - The new value for the FFlag.
type: string - The data type to write the value as. Must be one of "bool", "int", "float", or "double".
Returns:
boolean: true if the FFlag was found and the value was written successfully, false otherwise.
-- Enable a boolean FFlag
local success = game.SetFFlag("DebugDrawBroadPhaseAABBs", true, "bool")
if success then
print("Enabled broad phase debug drawing.")
end
-- Set the physics framerate
game.SetFFlag("PhysicsStepsPerSecond", 240.0, "float")
-- Set an integer value
game.SetFFlag("SomeIntegerValue", 100, "int")Last updated