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:

  1. OS.has_feature(name)

Default features

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

Feature tagDescription
AndroidRunning on Android
HTML5Running on HTML5
JavaScriptJavaScript singleton is available
OSXRunning on macOS
iOSRunning on iOS
UWPRunning on UWP
WindowsRunning on Windows
X11Running on X11 (Linux/BSD desktop)
ServerRunning on the headless server platform
debugRunning on a debug build (including the editor)
releaseRunning on a release build
editorRunning on an editor build
standaloneRunning on a non-editor build
64Running on a 64-bit build (any architecture)
32Running on a 32-bit build (any architecture)
x86_64Running on a 64-bit x86 build
x86Running on a 32-bit x86 build
arm64Running on a 64-bit ARM build
armRunning on a 32-bit ARM build
mobileHost OS is a mobile platform
pcHost OS is a PC platform (desktop/laptop)
webHost OS is a Web browser
etcTextures using ETC1 compression are supported
etc2Textures using ETC2 compression are supported
s3tcTextures using S3TC (DXT/BC) compression are supported
pvrtcTextures using PVRTC compression are supported

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

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

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 GDNative.