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OS

Inherits: Object

Provides access to common operating system functionalities.

Description

This 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 were moved to the DisplayServer singleton.

Tutorials

Properties

bool

low_processor_usage_mode

false

int

low_processor_usage_mode_sleep_usec

6900

Methods

void

alert ( String text, String title="Alert!" )

void

close_midi_inputs ( )

void

crash ( String message )

int

create_instance ( PackedStringArray arguments )

int

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

void

delay_msec ( int msec ) const

void

delay_usec ( int usec ) const

int

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

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

String

get_environment ( String variable ) const

String

get_executable_path ( ) const

PackedStringArray

get_granted_permissions ( ) const

String

get_keycode_string ( Key code ) const

String

get_locale ( ) const

String

get_locale_language ( ) const

int

get_main_thread_id ( ) const

String

get_model_name ( ) const

String

get_name ( ) 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_dir ( SystemDir dir, bool shared_storage=true ) const

String

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

PackedStringArray

get_system_font_path_for_text ( String font_name, String text, String locale="", String script="", int weight=400, int stretch=100, bool italic=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 ( String variable ) const

bool

has_feature ( String tag_name ) const

bool

is_debug_build ( ) const

bool

is_keycode_unicode ( int code ) const

bool

is_process_running ( int pid ) const

bool

is_restart_on_exit_set ( ) const

bool

is_stdout_verbose ( ) const

bool

is_userfs_persistent ( ) const

Error

kill ( int pid )

Error

move_to_trash ( String path ) const

void

open_midi_inputs ( )

String

read_string_from_stdin ( )

bool

request_permission ( String name )

bool

request_permissions ( )

void

set_environment ( String variable, String value ) const

void

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

Error

set_thread_name ( String name )

void

set_use_file_access_save_and_swap ( bool enabled )

Error

shell_open ( String uri )

void

unset_environment ( String variable ) 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.


enum SystemDir:

SystemDir SYSTEM_DIR_DESKTOP = 0

Desktop directory path.

SystemDir SYSTEM_DIR_DCIM = 1

DCIM (Digital Camera Images) directory path.

SystemDir SYSTEM_DIR_DOCUMENTS = 2

Documents directory path.

SystemDir SYSTEM_DIR_DOWNLOADS = 3

Downloads directory path.

SystemDir SYSTEM_DIR_MOVIES = 4

Movies directory path.

SystemDir SYSTEM_DIR_MUSIC = 5

Music directory path.

SystemDir SYSTEM_DIR_PICTURES = 6

Pictures directory path.

SystemDir SYSTEM_DIR_RINGTONES = 7

Ringtones directory path.


Property Descriptions

bool low_processor_usage_mode = false

  • void set_low_processor_usage_mode ( bool value )

  • 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.


int low_processor_usage_mode_sleep_usec = 6900

  • void set_low_processor_usage_mode_sleep_usec ( int value )

  • 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.


Method Descriptions

void alert ( String text, String title="Alert!" )

Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed.


void close_midi_inputs ( )

Shuts down system MIDI driver.

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


void crash ( String message )

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


int create_instance ( PackedStringArray arguments )

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 creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with kill). If the process creation fails, the method will return -1.

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


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

Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The path specified in path must exist and be executable file or macOS .app bundle. Platform path resolution will be used. 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. This is ignored on other platforms.

If the process creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with kill). If the process creation fails, the method will return -1.

For example, running another instance of the project:

var pid = OS.create_process(OS.get_executable_path(), [])

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

Note: This method is implemented on Android, iOS, 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 ( int msec ) const

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

Note: delay_msec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Awaiting with SceneTree.create_timer will delay 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 ( int usec ) const

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

Note: delay_usec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Awaiting with SceneTree.create_timer will delay 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 ( String path, PackedStringArray arguments, Array output=[], bool read_stderr=false, bool open_console=false )

Executes a command. The file specified in path must exist and be executable. Platform 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 will be appended as a single String element in output. If read_stderr is true, the output to the standard error stream will be included too.

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

If the command is successfully executed, the method will return the exit code of the command, or -1 if it fails.

Note: The Godot thread will pause its execution until the executed command terminates. Use Thread to create a separate thread that will not pause the Godot thread, or use create_process to create a completely independent process.

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

var output = []
var exit_code = OS.execute("ls", ["-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:

var output = []
OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], output)