Feature tags

Introduction

Godot has a special system to tag availability of features. Each feature is represented as a string, which can refer to many of the following:

  • Platform name.

  • Platform architecture (64-bit or 32-bit, x86 or ARM).

  • Platform type (desktop, mobile, Web).

  • Supported texture compression algorithms on the platform.

  • Whether a build is debug or release (debug includes the editor).

  • Whether the project is running from the editor or a “standalone” binary.

  • Many more things.

Features can be queried at run-time from the singleton API by calling:

GDScriptC#

  1. OS.has_feature(name)
  1. OS.HasFeature(name);

OS feature tags are used by GDExtension to determine which libraries to load. For example, a library for linux.debug.editor.x86_64 will be loaded only on a debug editor build for Linux x86_64.

Default features

Here is a list of most feature tags in Godot. Keep in mind they are case-sensitive:

Feature tag

Description

android

Running on Android (but not within a Web browser)

bsd

Running on BSD (but not within a Web browser)

linux

Running on Linux (but not within a Web browser)

macos

Running on macOS (but not within a Web browser)

ios

Running on iOS (but not within a Web browser)

windows

Running on Windows

linuxbsd

Running on Linux or BSD

debug

Running on a debug build (including the editor)

release

Running on a release build

editor

Running on an editor build

template

Running on a non-editor (export template) build

double

Running on a double-precision build

single

Running on a single-precision build

64

Running on a 64-bit build (any architecture)

32

Running on a 32-bit build (any architecture)

x86_64

Running on a 64-bit x86 build

x86_32

Running on a 32-bit x86 build

x86

Running on an x86 build (any bitness)

arm64

Running on a 64-bit ARM build

arm32

Running on a 32-bit ARM build

arm

Running on an ARM build (any bitness)

rv64

Running on a 64-bit RISC-V build

riscv

Running on a RISC-V build (any bitness)

ppc64

Running on a 64-bit PowerPC build

ppc32

Running on a 32-bit PowerPC build

ppc

Running on a PowerPC build (any bitness)

wasm64

Running on a 64-bit WebAssembly build (not yet possible)

wasm32

Running on a 32-bit WebAssembly build

wasm

Running on a WebAssembly build (any bitness)

mobile

Host OS is a mobile platform

pc

Host OS is a PC platform (desktop/laptop)

web

Host OS is a Web browser

web_android

Host OS is a Web browser running on Android

web_ios

Host OS is a Web browser running on iOS

web_linuxbsd

Host OS is a Web browser running on Linux or *BSD

web_macos

Host OS is a Web browser running on macOS

web_windows

Host OS is a Web browser running on Windows

etc

Textures using ETC1 compression are supported

etc2

Textures using ETC2 compression are supported

s3tc

Textures using S3TC (DXT/BC) compression are supported

movie

Movie Maker mode is active

Warning

With the exception of texture compression and movie feature tags, default feature tags are immutable. This means that they will not change depending on run-time conditions. For example, OS.has_feature("mobile") will return false when running a project exported to HTML5 on a mobile device.

To check whether a project exported to HTML5 is running on a mobile device, call JavaScript code that reads the browser’s user agent.

Custom features

It is possible to add custom features to a build; use the relevant field in the export preset used to generate it:

../../_images/feature_tags1.png

Note

Custom feature tags are only used when running the exported project (including with One-click deploy). They are not used when running the project from the editor, even if the export preset marked as Runnable for your current platform has custom feature tags defined.

Overriding project settings

Features can be used to override specific configuration values in the Project Settings. This allows you to better customize any configuration when doing a build.

In the following example, a different icon is added for the demo build of the game (which was customized in a special export preset, which, in turn, includes only demo levels).

../../_images/feature_tags2.png

After overriding, a new field is added for this specific configuration:

../../_images/feature_tags3.png

Note

When using the project settings “override.cfg” functionality (which is unrelated to feature tags), remember that feature tags still apply. Therefore, make sure to also override the setting with the desired feature tag(s) if you want them to override base project settings on all platforms and configurations.

Default overrides

There are already a lot of settings that come with overrides by default; they can be found in many sections of the project settings.

../../_images/feature_tags4.png

Customizing the build

Feature tags can be used to customize a build process too, by writing a custom ExportPlugin. They are also used to specify which shared library is loaded and exported in GDExtension.

Previous Next


© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

Built with Sphinx using a theme provided by Read the Docs.