OS

Inherits: Object

Provides access to common operating system functionalities.

Description

The OS class wraps the most common functionalities for communicating with the host operating system, such as the video driver, delays, environment variables, execution of binaries, command line, etc.

Note: In Godot 4, OS functions related to window management, clipboard, and TTS were moved to the DisplayServer singleton (and the Window class). Functions related to time were removed and are only available in the Time class.

Tutorials

Properties

bool

delta_smoothing

true

bool

low_processor_usage_mode

false

int

low_processor_usage_mode_sleep_usec

6900

Methods

void

alert(text: String, title: String = “Alert!”)

void

close_midi_inputs()

void

crash(message: String)

int

create_instance(arguments: PackedStringArray)

int

create_process(path: String, arguments: PackedStringArray, open_console: bool = false)

void

delay_msec(msec: int) const

void

delay_usec(usec: int) const

int

execute(path: String, arguments: PackedStringArray, output: Array = [], read_stderr: bool = false, open_console: bool = false)

Dictionary

execute_with_pipe(path: String, arguments: PackedStringArray)

Key

find_keycode_from_string(string: String) const

String

get_cache_dir() const

PackedStringArray

get_cmdline_args()

PackedStringArray

get_cmdline_user_args()

String

get_config_dir() const

PackedStringArray

get_connected_midi_inputs()

String

get_data_dir() const

String

get_distribution_name() const

PackedByteArray

get_entropy(size: int)

String

get_environment(variable: String) const

String

get_executable_path() const

PackedStringArray

get_granted_permissions() const

String

get_keycode_string(code: Key) const

String

get_locale() const

String

get_locale_language() const

int

get_main_thread_id() const

Dictionary

get_memory_info() const

String

get_model_name() const

String

get_name() const

int

get_process_exit_code(pid: int) const

int

get_process_id() const

int

get_processor_count() const

String

get_processor_name() const

PackedStringArray

get_restart_on_exit_arguments() const

int

get_static_memory_peak_usage() const

int

get_static_memory_usage() const

String

get_system_ca_certificates()

String

get_system_dir(dir: SystemDir, shared_storage: bool = true) const

String

get_system_font_path(font_name: String, weight: int = 400, stretch: int = 100, italic: bool = false) const

PackedStringArray

get_system_font_path_for_text(font_name: String, text: String, locale: String = “”, script: String = “”, weight: int = 400, stretch: int = 100, italic: bool = false) const

PackedStringArray

get_system_fonts() const

int

get_thread_caller_id() const

String

get_unique_id() const

String

get_user_data_dir() const

String

get_version() const

PackedStringArray

get_video_adapter_driver_info() const

bool

has_environment(variable: String) const

bool

has_feature(tag_name: String) const

bool

is_debug_build() const

bool

is_keycode_unicode(code: int) const

bool

is_process_running(pid: int) const

bool

is_restart_on_exit_set() const

bool

is_sandboxed() const

bool

is_stdout_verbose() const

bool

is_userfs_persistent() const

Error

kill(pid: int)

Error

move_to_trash(path: String) const

void

open_midi_inputs()

String

read_string_from_stdin()

bool

request_permission(name: String)

bool

request_permissions()

void

revoke_granted_permissions()

void

set_environment(variable: String, value: String) const

void

set_restart_on_exit(restart: bool, arguments: PackedStringArray = PackedStringArray())

Error

set_thread_name(name: String)

void

set_use_file_access_save_and_swap(enabled: bool)

Error

shell_open(uri: String)

Error

shell_show_in_file_manager(file_or_dir_path: String, open_folder: bool = true)

void

unset_environment(variable: String) const


Enumerations

enum RenderingDriver: 🔗

RenderingDriver RENDERING_DRIVER_VULKAN = 0

The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.

RenderingDriver RENDERING_DRIVER_OPENGL3 = 1

The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.

RenderingDriver RENDERING_DRIVER_D3D12 = 2

The Direct3D 12 rendering driver.


enum SystemDir: 🔗

SystemDir SYSTEM_DIR_DESKTOP = 0

Refers to the Desktop directory path.

SystemDir SYSTEM_DIR_DCIM = 1

Refers to the DCIM (Digital Camera Images) directory path.

SystemDir SYSTEM_DIR_DOCUMENTS = 2

Refers to the Documents directory path.

SystemDir SYSTEM_DIR_DOWNLOADS = 3

Refers to the Downloads directory path.

SystemDir SYSTEM_DIR_MOVIES = 4

Refers to the Movies (or Videos) directory path.

SystemDir SYSTEM_DIR_MUSIC = 5

Refers to the Music directory path.

SystemDir SYSTEM_DIR_PICTURES = 6

Refers to the Pictures directory path.

SystemDir SYSTEM_DIR_RINGTONES = 7

Refers to the Ringtones directory path.


Property Descriptions

bool delta_smoothing = true 🔗

  • void set_delta_smoothing(value: bool)

  • bool is_delta_smoothing_enabled()

If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This only works on systems where V-Sync is active.

Note: On start-up, this is the same as ProjectSettings.application/run/delta_smoothing.


bool low_processor_usage_mode = false 🔗

  • void set_low_processor_usage_mode(value: bool)

  • bool is_in_low_processor_usage_mode()

If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.

Note: On start-up, this is the same as ProjectSettings.application/run/low_processor_mode.


int low_processor_usage_mode_sleep_usec = 6900 🔗

  • void set_low_processor_usage_mode_sleep_usec(value: int)

  • int get_low_processor_usage_mode_sleep_usec()

The amount of sleeping between frames when the low-processor usage mode is enabled, in microseconds. Higher values will result in lower CPU usage. See also low_processor_usage_mode.

Note: On start-up, this is the same as ProjectSettings.application/run/low_processor_mode_sleep_usec.


Method Descriptions

void alert(text: String, title: String = “Alert!”) 🔗

Displays a modal dialog box using the host platform’s implementation. The engine execution is blocked until the dialog is closed.


void close_midi_inputs() 🔗

Shuts down the system MIDI driver. Godot will no longer receive InputEventMIDI. See also open_midi_inputs and get_connected_midi_inputs.

Note: This method is implemented on Linux, macOS and Windows.


void crash(message: String) 🔗

Crashes the engine (or the editor if called within a @tool script). See also kill.

Note: This method should only be used for testing the system’s crash handler, not for any other purpose. For general error reporting, use (in order of preference) @GDScript.assert, @GlobalScope.push_error, or alert.


int create_instance(arguments: PackedStringArray) 🔗

Creates a new instance of Godot that runs independently. The arguments are used in the given order and separated by a space.

If the process is successfully created, this method returns the new process’ ID, which you can use to monitor the process (and potentially terminate it with kill). If the process cannot be created, this method returns -1.

See create_process if you wish to run a different process.

Note: This method is implemented on Android, Linux, macOS and Windows.


int create_process(path: String, arguments: PackedStringArray, open_console: bool = false) 🔗

Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in path must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The arguments are used in the given order and separated by a space.

On Windows, if open_console is true and the process is a console app, a new terminal window will be opened.

If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with kill). Otherwise, this method returns -1.

For example, running another instance of the project:

GDScriptC#

  1. var pid = OS.create_process(OS.get_executable_path(), [])
  1. var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});

See execute if you wish to run an external command and retrieve the results.

Note: This method is implemented on Android, Linux, macOS, and Windows.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.


void delay_msec(msec: int) const 🔗

Delays execution of the current thread by msec milliseconds. msec must be greater than or equal to 0. Otherwise, delay_msec does nothing and prints an error message.

Note: delay_msec is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use SceneTree.create_timer. Awaiting with SceneTreeTimer delays the execution of code placed below the await without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).

Note: When delay_msec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_msec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).


void delay_usec(usec: int) const 🔗

Delays execution of the current thread by usec microseconds. usec must be greater than or equal to 0. Otherwise, delay_usec does nothing and prints an error message.

Note: delay_usec is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use SceneTree.create_timer. Awaiting with a SceneTreeTimer delays the execution of code placed below the await without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).

Note: When delay_usec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_usec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).


int execute(path: String, arguments: PackedStringArray, output: Array = [], read_stderr: bool = false, open_console: bool = false) 🔗

Executes the given process in a blocking way. The file specified in path must exist and be executable. The system path resolution will be used. The arguments are used in the given order, separated by spaces, and wrapped in quotes.

If an output array is provided, the complete shell output of the process is appended to output as a single String element. If read_stderr is true, the output to the standard error stream is also appended to the array.

On Windows, if open_console is true and the process is a console app, a new terminal window is opened.

This method returns the exit code of the command, or -1 if the process fails to execute.

Note: The main thread will be blocked until the executed command terminates. Use Thread to create a separate thread that will not block the main thread, or use create_process to create a completely independent process.

For example, to retrieve a list of the working directory’s contents:

GDScriptC#

  1. var output = []
  2. var exit_code = OS.execute("ls", ["-l", "/tmp"], output)
  1. var output = new Godot.Collections.Array();
  2. int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, output);

If you wish to access a shell built-in or execute a composite command, a platform-specific shell can be invoked. For example:

GDScriptC#

  1. var output = []
  2. OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], output)
  1. var output = new Godot.Collections.Array();
  2. OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% && dir"}, output);

Note: This method is implemented on Android, Linux, macOS, and Windows.

Note: To execute a Windows command interpreter built-in command, specify cmd.exe in path, /c as the first argument, and the desired command as the second argument.

Note: To execute a PowerShell built-in command, specify powershell.exe in path, -Command as the first argument, and the desired command as the second argument.

Note: To execute a Unix shell built-in command, specify shell executable name in path, -c as the first argument, and the desired command as the second argument.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.

Note: On Android, system commands such as dumpsys can only be run on a rooted device.


Dictionary execute_with_pipe(path: String, arguments: PackedStringArray) 🔗

Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot terminates. The path specified in path must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The arguments are used in the given order and separated by a space.

If the process cannot be created, this method returns an empty Dictionary. Otherwise, this method returns a Dictionary with the following keys:

  • "stdio" - FileAccess to access the process stdin and stdout pipes (read/write).

  • "stderr" - FileAccess to access the process stderr pipe (read only).

  • "pid" - Process ID as an int, which you can use to monitor the process (and potentially terminate it with kill).

Note: This method is implemented on Android, Linux, macOS, and Windows.

Note: To execute a Windows command interpreter built-in command, specify cmd.exe in path, /c as the first argument, and the desired command as the second argument.

Note: To execute a PowerShell built-in command, specify powershell.exe in path, -Command as the first argument, and the desired command as the second argument.

Note: To execute a Unix shell built-in command, specify shell executable name in path, -c as the first argument, and the desired command as the second argument.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.


Key find_keycode_from_string(string: String) const 🔗

Finds the keycode for the given string. The returned values are equivalent to the Key constants.

GDScriptC#

  1. print(OS.find_keycode_from_string("C")) # Prints 67 (KEY_C)
  2. print(OS.find_keycode_from_string("Escape")) # Prints 4194305 (KEY_ESCAPE)
  3. print(OS.find_keycode_from_string("Shift+Tab")) # Prints 37748738 (KEY_MASK_SHIFT | KEY_TAB)
  4. print(OS.find_keycode_from_string("Unknown")) # Prints 0 (KEY_NONE)
  1. GD.Print(OS.FindKeycodeFromString("C")); // Prints C (Key.C)
  2. GD.Print(OS.FindKeycodeFromString("Escape")); // Prints Escape (Key.Escape)
  3. GD.Print(OS.FindKeycodeFromString("Shift+Tab")); // Prints 37748738 (KeyModifierMask.MaskShift | Key.Tab)
  4. GD.Print(OS.FindKeycodeFromString("Unknown")); // Prints None (Key.None)

See also get_keycode_string.


String get_cache_dir() const 🔗

Returns the global cache data directory according to the operating system’s standards.

On the Linux/BSD platform, this path can be overridden by setting the XDG_CACHE_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_config_dir and get_data_dir.

Not to be confused with get_user_data_dir, which returns the project-specific user data path.


PackedStringArray get_cmdline_args() 🔗

Returns the command-line arguments passed to the engine.

Command-line arguments can be written in any form, including both --key value and --key=value forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.

You can also incorporate environment variables using the get_environment method.

You can set ProjectSettings.editor/run/main_run_args to define command-line arguments to be passed by the editor when running the project.

Here’s a minimal example on how to parse command-line arguments into a Dictionary using the --key=value form for arguments:

GDScriptC#

  1. var arguments = {}
  2. for argument in OS.get_cmdline_args():
  3. if argument.contains("="):
  4. var key_value = argument.split("=")
  5. arguments[key_value[0].trim_prefix("--")] = key_value[1]
  6. else:
  7. # Options without an argument will be present in the dictionary,
  8. # with the value set to an empty string.
  9. arguments[argument.trim_prefix("--")] = ""
  1. var arguments = new Dictionary<string, string>();
  2. foreach (var argument in OS.GetCmdlineArgs())
  3. {
  4. if (argument.Contains('='))
  5. {
  6. string[] keyValue = argument.Split("=");
  7. arguments[keyValue[0].TrimPrefix("--")] = keyValue[1];
  8. }
  9. else
  10. {
  11. // Options without an argument will be present in the dictionary,
  12. // with the value set to an empty string.
  13. arguments[argument.TrimPrefix("--")] = "";
  14. }
  15. }

Note: Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, pass the standard UNIX double dash (--) and then the custom arguments, which the engine will ignore by design. These can be read via get_cmdline_user_args.


PackedStringArray get_cmdline_user_args() 🔗

Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash -- argument. ++ may be used when -- is intercepted by another program (such as startx).

  1. # Godot has been executed with the following command:
  2. # godot --fullscreen -- --level=2 --hardcore
  3. OS.get_cmdline_args() # Returns ["--fullscreen", "--level=2", "--hardcore"]
  4. OS.get_cmdline_user_args() # Returns ["--level=2", "--hardcore"]

To get all passed arguments, use get_cmdline_args.


String get_config_dir() const 🔗

Returns the global user configuration directory according to the operating system’s standards.

On the Linux/BSD platform, this path can be overridden by setting the XDG_CONFIG_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_data_dir.

Not to be confused with get_user_data_dir, which returns the project-specific user data path.


PackedStringArray get_connected_midi_inputs() 🔗

Returns an array of connected MIDI device names, if they exist. Returns an empty array if the system MIDI driver has not previously been initialized with open_midi_inputs. See also close_midi_inputs.

Note: This method is implemented on Linux, macOS and Windows.


String get_data_dir() const 🔗

Returns the global user data directory according to the operating system’s standards.

On the Linux/BSD platform, this path can be overridden by setting the XDG_DATA_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_config_dir.

Not to be confused with get_user_data_dir, which returns the project-specific user data path.


String get_distribution_name() const 🔗

Returns the name of the distribution for Linux and BSD platforms (e.g. “Ubuntu”, “Manjaro”, “OpenBSD”, etc.).

Returns the same value as get_name for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as “LineageOS”.

Returns the same value as get_name for other platforms.

Note: This method is not supported on the Web platform. It returns an empty string.


PackedByteArray get_entropy(size: int) 🔗

Generates a PackedByteArray of cryptographically secure random bytes with given size.

Note: Generating large quantities of bytes using this method can result in locking and entropy of lower quality on most platforms. Using Crypto.generate_random_bytes is preferred in most cases.


String get_environment(variable: String) const 🔗

Returns the value of the given environment variable, or an empty string if variable doesn’t exist.

Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.

Note: On macOS, applications do not have access to shell environment variables.


String get_executable_path() const 🔗

Returns the file path to the current engine executable.

Note: On macOS, if you want to launch another instance of Godot, always use create_instance instead of relying on the executable path.


PackedStringArray get_granted_permissions() const 🔗

On Android devices: Returns the list of dangerous permissions that have been granted.

On macOS: Returns the list of user selected folders accessible to the application (sandboxed applications only). Use the native file dialog to request folder access permission.


String get_keycode_string(code: Key) const 🔗

Returns the given keycode as a String.

GDScriptC#

  1. print(OS.get_keycode_string(KEY_C)) # Prints "C"
  2. print(OS.get_keycode_string(KEY_ESCAPE)) # Prints "Escape"
  3. print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Prints "Shift+Tab"
  1. GD.Print(OS.GetKeycodeString(Key.C)); // Prints "C"
  2. GD.Print(OS.GetKeycodeString(Key.Escape)); // Prints "Escape"
  3. GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // Prints "Shift+Tab"

See also find_keycode_from_string, InputEventKey.keycode, and InputEventKey.get_keycode_with_modifiers.


String get_locale() const 🔗

Returns the host OS locale as a String of the form language_Script_COUNTRY_VARIANT@extra. Every substring after language is optional and may not exist.

  • language - 2 or 3-letter language code, in lower case.

  • Script - 4-letter script code, in title case.

  • COUNTRY - 2 or 3-letter country code, in upper case.

  • VARIANT - language variant, region and sort order. The variant can have any number of underscored keywords.

  • extra - semicolon separated list of additional key words. This may include currency, calendar, sort order and numbering system information.

If you want only the language code and not the fully specified locale from the OS, you can use get_locale_language.


String get_locale_language() const 🔗

Returns the host OS locale’s 2 or 3-letter language code as a string which should be consistent on all platforms. This is equivalent to extracting the language part of the get_locale string.

This can be used to narrow down fully specified locale strings to only the “common” language code, when you don’t need the additional information about country code or variants. For example, for a French Canadian user with fr_CA locale, this would return fr.


int get_main_thread_id() const 🔗

Returns the ID of the main thread. See get_thread_caller_id.

Note: Thread IDs are not deterministic and may be reused across application restarts.


Dictionary get_memory_info() const 🔗

Returns a Dictionary containing information about the current memory with the following entries:

  • "physical" - total amount of usable physical memory in bytes. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by the kernel and devices.

  • "free" - amount of physical memory, that can be immediately allocated without disk access or other costly operations, in bytes. The process might be able to allocate more physical memory, but this action will require moving inactive pages to disk, which can be expensive.

  • "available" - amount of memory that can be allocated without extending the swap file(s), in bytes. This value includes both physical memory and swap.

  • "stack" - size of the current thread stack in bytes.

Note: Each entry’s value may be -1 if it is unknown.


String get_model_name() const 🔗

Returns the model name of the current device.

Note: This method is implemented on Android and iOS. Returns "GenericDevice" on unsupported platforms.


String get_name() const 🔗

Returns the name of the host platform.

  • On Windows, this is "Windows".

  • On macOS, this is "macOS".

  • On Linux-based operating systems, this is "Linux".

  • On BSD-based operating systems, this is "FreeBSD", "NetBSD", "OpenBSD", or "BSD" as a fallback.

  • On Android, this is "Android".

  • On iOS, this is "iOS".

  • On Web, this is "Web".

Note: Custom builds of the engine may support additional platforms, such as consoles, possibly returning other names.

GDScriptC#

  1. match OS.get_name():
  2. "Windows":
  3. print("Welcome to Windows!")
  4. "macOS":
  5. print("Welcome to macOS!")
  6. "Linux", "FreeBSD", "NetBSD", "OpenBSD", "BSD":
  7. print("Welcome to Linux/BSD!")
  8. "Android":
  9. print("Welcome to Android!")
  10. "iOS":
  11. print("Welcome to iOS!")
  12. "Web":
  13. print("Welcome to the Web!")
  1. switch (OS.GetName())
  2. {
  3. case "Windows":
  4. GD.Print("Welcome to Windows");
  5. break;
  6. case "macOS":
  7. GD.Print("Welcome to macOS!");
  8. break;
  9. case "Linux":
  10. case "FreeBSD":
  11. case "NetBSD":
  12. case "OpenBSD":
  13. case "BSD":
  14. GD.Print("Welcome to Linux/BSD!");
  15. break;
  16. case "Android":
  17. GD.Print("Welcome to Android!");
  18. break;
  19. case "iOS":
  20. GD.Print("Welcome to iOS!");
  21. break;
  22. case "Web":
  23. GD.Print("Welcome to the Web!");
  24. break;
  25. }

Note: On Web platforms, it is still possible to determine the host platform’s OS with feature tags. See has_feature.


int get_process_exit_code(pid: int) const 🔗

Returns the exit code of a spawned process once it has finished running (see is_process_running).

Returns -1 if the pid is not a PID of a spawned child process, the process is still running, or the method is not implemented for the current platform.

Note: Returns -1 if the pid is a macOS bundled app process.

Note: This method is implemented on Android, Linux, macOS and Windows.


int get_process_id() const 🔗

Returns the number used by the host machine to uniquely identify this application.

Note: This method is implemented on Android, iOS, Linux, macOS, and Windows.


int get_processor_count() const 🔗

Returns the number of logical CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of physical CPU cores.


String get_processor_name() const 🔗

Returns the full name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz").

Note: This method is only implemented on Windows, macOS, Linux and iOS. On Android and Web, get_processor_name returns an empty string.


PackedStringArray get_restart_on_exit_arguments() const 🔗

Returns the list of command line arguments that will be used when the project automatically restarts using set_restart_on_exit. See also is_restart_on_exit_set.


int get_static_memory_peak_usage() const 🔗

Returns the maximum amount of static memory used. Only works in debug builds.


int get_static_memory_usage() const 🔗

Returns the amount of static memory being used by the program in bytes. Only works in debug builds.


String get_system_ca_certificates() 🔗

Returns the list of certification authorities trusted by the operating system as a string of concatenated certificates in PEM format.


String get_system_dir(dir: SystemDir, shared_storage: bool = true) const 🔗

Returns the path to commonly used folders across different platforms, as defined by dir. See the SystemDir constants for available locations.

Note: This method is implemented on Android, Linux, macOS and Windows.

Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories, if shared_storage is true. Shared directories have additional restrictions on Android.


String get_system_font_path(font_name: String, weight: int = 400, stretch: int = 100, italic: bool = false) const 🔗

Returns the path to the system font file with font_name and style. Returns an empty string if no matching fonts found.

The following aliases can be used to request default fonts: “sans-serif”, “serif”, “monospace”, “cursive”, and “fantasy”.

Note: Returned font might have different style if the requested style is not available.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.


PackedStringArray get_system_font_path_for_text(font_name: String, text: String, locale: String = “”, script: String = “”, weight: int = 400, stretch: int = 100, italic: bool = false) const 🔗

Returns an array of the system substitute font file paths, which are similar to the font with font_name and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.

The following aliases can be used to request default fonts: “sans-serif”, “serif”, “monospace”, “cursive”, and “fantasy”.

Note: Depending on OS, it’s not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.

Note: Returned fonts might have different style if the requested style is not available or belong to a different font family.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.


PackedStringArray get_system_fonts() const 🔗

Returns the list of font family names available.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.


int get_thread_caller_id() const 🔗

Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.

Note: Thread IDs are not deterministic and may be reused across application restarts.


String get_unique_id() const 🔗

Returns a string that is unique to the device.

Note: This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies their hardware. This means it should generally not be used to encrypt persistent data, as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by this method for security purposes.

Note: On Web, returns an empty string and generates an error, as this method cannot be implemented for security reasons.


String get_user_data_dir() const 🔗

Returns the absolute directory path where user data is written (the user:// directory in Godot). The path depends on the project name and ProjectSettings.application/config/use_custom_user_dir.

  • On Windows, this is %AppData%\Godot\app_userdata\[project_name], or %AppData%\[custom_name] if use_custom_user_dir is set. %AppData% expands to %UserProfile%\AppData\Roaming.

  • On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name], or ~/Library/Application Support/[custom_name] if use_custom_user_dir is set.

  • On Linux and BSD, this is ~/.local/share/godot/app_userdata/[project_name], or ~/.local/share/[custom_name] if use_custom_user_dir is set.

  • On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user’s configuration.

  • On Web, this is a virtual directory managed by the browser.

If the project name is empty, [project_name] falls back to [unnamed project].

Not to be confused with get_data_dir, which returns the global (non-project-specific) user home directory.


String get_version() const 🔗

Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.

  • For Windows, the major and minor version are returned, as well as the build number. For example, the returned string may look like 10.0.9926 for a build of Windows 10, and it may look like 6.1.7601 for a build of Windows 7 SP1.

  • For rolling distributions, such as Arch Linux, an empty string is returned.

  • For macOS and iOS, the major and minor version are returned, as well as the patch number.

  • For Android, the SDK version and the incremental build number are returned. If it’s a custom ROM, it attempts to return its version instead.

Note: This method is not supported on the Web platform. It returns an empty string.


PackedStringArray get_video_adapter_driver_info() const 🔗

Returns the video adapter driver name and version for the user’s currently active graphics card, as a PackedStringArray. See also RenderingServer.get_video_adapter_api_version.

The first element holds the driver name, such as nvidia, amdgpu, etc.

The second element holds the driver version. For example, on the nvidia driver on a Linux/BSD platform, the version is in the format 510.85.02. For Windows, the driver’s format is 31.0.15.1659.

Note: This method is only supported on Linux/BSD and Windows when not running in headless mode. On other platforms, it returns an empty array.


bool has_environment(variable: String) const 🔗

Returns true if the environment variable with the name variable exists.

Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.


bool has_feature(tag_name: String) const 🔗

Returns true if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you’re currently running a debug build, on a certain platform or arch, etc. Refer to the Feature Tags documentation for more details.

Note: Tag names are case-sensitive.

Note: On the Web platform, one of the following additional tags is defined to indicate the host platform: web_android, web_ios, web_linuxbsd, web_macos, or web_windows.


bool is_debug_build() const 🔗

Returns true if the Godot binary used to run the project is a debug export template, or when running in the editor.

Returns false if the Godot binary used to run the project is a release export template.

Note: To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("template") instead.


bool is_keycode_unicode(code: int) const 🔗

Returns true if the input keycode corresponds to a Unicode character. For a list of codes, see the Key constants.

GDScriptC#

  1. print(OS.is_keycode_unicode(KEY_G)) # Prints true
  2. print(OS.is_keycode_unicode(KEY_KP_4)) # Prints true
  3. print(OS.is_keycode_unicode(KEY_TAB)) # Prints false
  4. print(OS.is_keycode_unicode(KEY_ESCAPE)) # Prints false
  1. GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // Prints true
  2. GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // Prints true
  3. GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // Prints false
  4. GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // Prints false

bool is_process_running(pid: int) const 🔗

Returns true if the child process ID (pid) is still running or false if it has terminated. pid must be a valid ID generated from create_process.

Note: This method is implemented on Android, iOS, Linux, macOS, and Windows.


bool is_restart_on_exit_set() const 🔗

Returns true if the project will automatically restart when it exits for any reason, false otherwise. See also set_restart_on_exit and get_restart_on_exit_arguments.


bool is_sandboxed() const 🔗

Returns true if the application is running in the sandbox.

Note: This method is only implemented on macOS and Linux.


bool is_stdout_verbose() const 🔗

Returns true if the engine was executed with the --verbose or -v command line argument, or if ProjectSettings.debug/settings/stdout/verbose_stdout is true. See also @GlobalScope.print_verbose.


bool is_userfs_persistent() const 🔗

Returns true if the user:// file system is persistent, that is, its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable.


Error kill(pid: int) 🔗

Kill (terminate) the process identified by the given process ID (pid), such as the ID returned by execute in non-blocking mode. See also crash.

Note: This method can also be used to kill processes that were not spawned by the engine.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.


Error move_to_trash(path: String) const 🔗

Moves the file or directory at the given path to the system’s recycle bin. See also DirAccess.remove.

The method takes only global paths, so you may need to use ProjectSettings.globalize_path. Do not use it for files in res:// as it will not work in exported projects.

Returns @GlobalScope.FAILED if the file or directory cannot be found, or the system does not support this method.

GDScriptC#

  1. var file_to_remove = "user://slot1.save"
  2. OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
  1. var fileToRemove = "user://slot1.save";
  2. OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));

Note: This method is implemented on Android, Linux, macOS and Windows.

Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.


void open_midi_inputs() 🔗

Initializes the singleton for the system MIDI driver, allowing Godot to receive InputEventMIDI. See also get_connected_midi_inputs and close_midi_inputs.

Note: This method is implemented on Linux, macOS and Windows.


String read_string_from_stdin() 🔗

Reads a user input string from the standard input (usually the terminal). This operation is blocking, which causes the window to freeze if read_string_from_stdin is called on the main thread. The thread calling read_string_from_stdin will block until the program receives a line break in standard input (usually by the user pressing Enter).

Note: This method is implemented on Linux, macOS and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the terminal. Otherwise, the standard input will not work correctly. If you need a single executable with console support, use a custom build compiled with the windows_subsystem=console flag.


bool request_permission(name: String) 🔗

Requests permission from the OS for the given name. Returns true if the permission has been successfully granted.

Note: This method is currently only implemented on Android, to specifically request permission for "RECORD_AUDIO" by AudioDriverOpenSL.


bool request_permissions() 🔗

Requests dangerous permissions from the OS. Returns true if permissions have been successfully granted.

Note: This method is only implemented on Android. Normal permissions are automatically granted at install time in Android applications.


void revoke_granted_permissions() 🔗

On macOS (sandboxed applications only), this function clears list of user selected folders accessible to the application.


void set_environment(variable: String, value: String) const 🔗

Sets the value of the environment variable variable to value. The environment variable will be set for the Godot process and any process executed with execute after running set_environment. The environment variable will not persist to processes run after the Godot process was terminated.

Note: Environment variable names are case-sensitive on all platforms except Windows. The variable name cannot be empty or include the = character. On Windows, there is a 32767 characters limit for the combined length of variable, value, and the = and null terminator characters that will be registered in the environment block.


void set_restart_on_exit(restart: bool, arguments: PackedStringArray = PackedStringArray()) 🔗

If restart is true, restarts the project automatically when it is exited with SceneTree.quit or Node.NOTIFICATION_WM_CLOSE_REQUEST. Command-line arguments can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass get_cmdline_args as the value for arguments.

This method can be used to apply setting changes that require a restart. See also is_restart_on_exit_set and get_restart_on_exit_arguments.

Note: This method is only effective on desktop platforms, and only when the project isn’t started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.

Note: If the project process crashes or is killed by the user (by sending SIGKILL instead of the usual SIGTERM), the project won’t restart automatically.


Error set_thread_name(name: String) 🔗

Assigns the given name to the current thread. Returns @GlobalScope.ERR_UNAVAILABLE if unavailable on the current platform.


void set_use_file_access_save_and_swap(enabled: bool) 🔗

If enabled is true, when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file.

This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself.


Error shell_open(uri: String) 🔗

Requests the OS to open a resource identified by uri with the most appropriate program. For example:

  • OS.shell_open("C:\\Users\name\Downloads") on Windows opens the file explorer at the user’s Downloads folder.

  • OS.shell_open("https://godotengine.org") opens the default web browser on the official Godot website.

  • OS.shell_open("mailto:example@example.com") opens the default email client with the “To” field set to example@example.com. See RFC 2368 - The [code]mailto[/code] URL scheme for a list of fields that can be added.

Use ProjectSettings.globalize_path to convert a res:// or user:// project path into a system path for use with this method.

Note: Use String.uri_encode to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, shell_open may not work correctly in a project exported to the Web platform.

Note: This method is implemented on Android, iOS, Web, Linux, macOS and Windows.


Error shell_show_in_file_manager(file_or_dir_path: String, open_folder: bool = true) 🔗

Requests the OS to open the file manager, navigate to the given file_or_dir_path and select the target file or folder.

If open_folder is true and file_or_dir_path is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.

Use ProjectSettings.globalize_path to convert a res:// or user:// project path into a system path to use with this method.

Note: This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to shell_open with a directory path of file_or_dir_path prefixed with file://.


void unset_environment(variable: String) const 🔗

Removes the given environment variable from the current environment, if it exists. The variable name cannot be empty or include the = character. The environment variable will be removed for the Godot process and any process executed with execute after running unset_environment. The removal of the environment variable will not persist to processes run after the Godot process was terminated.

Note: Environment variable names are case-sensitive on all platforms except Windows.


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