Godot has a special system to tag availability of features. Each feature is represented as a string, and it can refer to many of the following:
- Platform name.
- Platform bits (64/32).
- Platform type (desktop/mobile).
- Supported texture compression in platform.
- Whether a build is debug or release.
- Many more things.
Features can be queried in run-time to the singleton API by calling:
Here is a list of most feature tags in Godot. Keep in mind they are case sensitive:
|Android||Running on Android|
|OSX||Running on OSX|
|iOS||Running on iOS|
|UWP||Running on UWB|
|Windows||Running on Windows|
|X11||Running on X11|
|debug||Running on debug build|
|release||Running on release build|
|32||Running on 32 bits build|
|64||Running on 64 bits build|
|mobile||Host OS is a mobile platform|
|pc||Host OS is a PC|
|web||Hot OS is a web browser|
|etc||Textures using ETC 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|
It is possible to add custom features to a build, just 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 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:
There are already a lot of settings that come with overrides by default, they can be found in many sections of the project settings.
Feature tags can be used to customize a build process too, by writing a custom ExportPlugin. They also are used to specify which shared library is loaded and exported in GDNative.