API / CLASS REFERENCE
UltralightSingleton
Inherits: Object
Control the shared Ultralight renderer and remote inspector.
The engine-registered singleton shared by all Ultralight views. Obtain it with Engine.get_singleton("UltralightSingleton") in GDScript, or Engine.Singleton.GetSingleton("UltralightSingleton") in C#.
Logic updates are connected to the SceneTree process frame, and rendering to RenderingServer frame_pre_draw. Most applications need no manual update calls.
Methods
update_logic() → voidset_process(process: bool) → voidstart_remote_inspector_server(address: String, port: int) → bool
update_logic
update_logic() → voidUpdate timers and dispatch callbacks. This runs automatically each SceneTree process frame. If automatic processing is disabled with set_process, call this regularly from the application loop.
set_process
set_process(process: bool) → voidEnable or disable automatic logic updates. This does not disconnect automatic rendering. When disabled, the application must call update_logic to advance timers and callbacks.
start_remote_inspector_server
Start the remote Inspector server on address and port; return whether it starts successfully. Call on the Godot main thread and connect with the matching mini-browser package.
Internal lifecycle callbacks
update_frame
update_frame() → voidInternal lifecycle callback. Render active views to CPU surfaces or GPU render targets. It is connected automatically to RenderingServer frame_pre_draw; applications should not invoke it manually.