Feature Tags

Introduction

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:

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
JavaScript Running on Javascript (HTML5)
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

Custom features

It is possible to add custom features to a build, just 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 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 Build

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.