Feature tags

Wprowadzenie

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:

  • Nazwa platformy.

  • 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.

  • Wiele innych rzeczy.

Features can be queried at run-time from the singleton API by calling:

OS.has_feature(name)

Domyślne funkcje

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

Feature tag

Opis

Android

Uruchamianie na Androidzie

HTML5

Uruchamianie HTML5

JavaScript

JavaScript singleton is available

OSX

Uruchamiane na macOS

iOS

Uruchamianie na iOS

UWP

Uruchamianie na UWP

Windows

Uruchamiany na Windowsie

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

Gospodarzem jest urządzenie mobilne

pc

Gospodarzem jest platforma PC (komputer/laptop)

web

Gospodarzem jest przeglądarka

etc

Tekstury używające ETC1 są wspierane

etc2

Tekstury używające ETC2 są wspierane

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:

../../../_images/feature_tags1.png

Nadpisz ustawienia projektu

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

Informacja

When using the project settings "override.cfg" functionality (which is unrelated to feature tags), remember that feature tags still apply. Therefore, make sure to also override the setting with the desired feature tag(s) if you want them to override base project settings on all platforms and configurations.

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.