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
orrelease
(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:
OS.has_feature(name)
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 |
HTML5 | Running on HTML5 |
JavaScript | JavaScript singleton is available |
OSX | Running on macOS |
iOS | Running on iOS |
UWP | Running on UWP |
Windows | Running on Windows |
X11 | Running on X11 (Linux/BSD desktop) |
Server | Running on the headless server platform |
debug | Running on a debug build (including the editor) |
release | Running on a release build |
editor | Running on an editor build |
standalone | Running on a non-editor 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 | Running on a 32-bit x86 build |
arm64 | Running on a 64-bit ARM build |
arm | Running on a 32-bit ARM build |
mobile | Host OS is a mobile platform |
pc | Host OS is a PC platform (desktop/laptop) |
web | Host OS is a Web browser |
etc | Textures using ETC1 compression are supported |
etc2 | Textures using ETC2 compression are supported |
s3tc | Textures using S3TC (DXT/BC) compression are supported |
pvrtc | Textures 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:
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).
After overriding, a new field is added for this specific configuration:
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.
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.