Feature tags


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 or release (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:


Типові можливості

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

Feature tag Опис
Android Running on Android
HTML5 Running on HTML5
JavaScript JavaScript singleton is available
OSX Працюємо на macOS
iOS Працюємо на iOS
UWP Працюємо у UWP
Windows Працюємо у 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 Працюємо у збірці для випуску
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 Основна операційна система є мобільною платформою
pc Основною операційною системою є платформа ПК (робоча станція чи ноутбук)
web Основна операційна система є переглядачем інтернету
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

Нетипові можливості

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.