Class OS
- Namespace
- Godot
- Assembly
- GodotSharp.dll
The OS 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, clipboard, and TTS were moved to the DisplayServer singleton (and the Window class). Functions related to time were removed and are only available in the Time class.
public static class OS
- Inheritance
-
OS
- Inherited Members
Properties
DeltaSmoothing
If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This only works on systems where V-Sync is active.
Note: On start-up, this is the same as ProjectSettings.application/run/delta_smoothing
.
public static bool DeltaSmoothing { get; set; }
Property Value
LowProcessorUsageMode
If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
Note: On start-up, this is the same as ProjectSettings.application/run/low_processor_mode
.
public static bool LowProcessorUsageMode { get; set; }
Property Value
LowProcessorUsageModeSleepUsec
The amount of sleeping between frames when the low-processor usage mode is enabled, in microseconds. Higher values will result in lower CPU usage. See also LowProcessorUsageMode.
Note: On start-up, this is the same as ProjectSettings.application/run/low_processor_mode_sleep_usec
.
public static int LowProcessorUsageModeSleepUsec { get; set; }
Property Value
Singleton
public static OSInstance Singleton { get; }
Property Value
Methods
Alert(string, string)
Displays a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.
public static void Alert(string text, string title = "Alert!")
Parameters
CloseMidiInputs()
Shuts down the system MIDI driver. Godot will no longer receive InputEventMidi. See also OpenMidiInputs() and GetConnectedMidiInputs().
Note: This method is implemented on Linux, macOS and Windows.
public static void CloseMidiInputs()
Crash(string)
Crashes the engine (or the editor if called within a @tool
script). See also Kill(int).
Note: This method 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(string, string).
public static void Crash(string message)
Parameters
message
string
CreateInstance(string[])
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 is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with Kill(int)). If the process cannot be created, this method returns -1
.
See CreateProcess(string, string[], bool) if you wish to run a different process.
Note: This method is implemented on Android, Linux, macOS and Windows.
public static int CreateInstance(string[] arguments)
Parameters
arguments
string[]
Returns
CreateProcess(string, string[], bool)
Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in path
must exist and be an executable file or macOS .app
bundle. The path is resolved based on the current platform. The arguments
are used in the given order and separated by a space.
On Windows, if openConsole
is true and the process is a console app, a new terminal window will be opened.
If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with Kill(int)). Otherwise, this method returns -1
.
For example, running another instance of the project:
var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});
See Execute(string, string[], Array, bool, bool) if you wish to run an external command and retrieve the results.
Note: This method is implemented on Android, 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.
public static int CreateProcess(string path, string[] arguments, bool openConsole = false)
Parameters
Returns
DelayMsec(int)
Delays execution of the current thread by msec
milliseconds. msec
must be greater than or equal to 0
. Otherwise, DelayMsec(int) does nothing and prints an error message.
Note:
DelayMsec(int) is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use CreateTimer(double, bool, bool, bool). Awaiting with SceneTreeTimer delays the execution of code placed below the await
without affecting the rest of the project (or editor, for EditorPlugin
s and EditorScript
s).
Note: When DelayMsec(int) 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 DelayMsec(int) 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).
public static void DelayMsec(int msec)
Parameters
msec
int
DelayUsec(int)
Delays execution of the current thread by usec
microseconds. usec
must be greater than or equal to 0
. Otherwise, DelayUsec(int) does nothing and prints an error message.
Note:
DelayUsec(int) is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use CreateTimer(double, bool, bool, bool). Awaiting with a SceneTreeTimer delays the execution of code placed below the await
without affecting the rest of the project (or editor, for EditorPlugin
s and EditorScript
s).
Note: When DelayUsec(int) 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 DelayUsec(int) 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).
public static void DelayUsec(int usec)
Parameters
usec
int
Execute(string, string[], Array, bool, bool)
Executes the given process in a blocking way. The file specified in path
must exist and be executable. The system 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 is appended to output
as a single string element. If readStderr
is true, the output to the standard error stream is also appended to the array.
On Windows, if openConsole
is true and the process is a console app, a new terminal window is opened.
This method returns the exit code of the command, or -1
if the process fails to execute.
Note: The main thread will be blocked until the executed command terminates. Use GodotThread to create a separate thread that will not block the main thread, or use CreateProcess(string, string[], bool) to create a completely independent process.
For example, to retrieve a list of the working directory's contents:
var output = new Godot.Collections.Array();
int exitCode = OS.Execute("ls", new string[] {"-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 = new Godot.Collections.Array();
OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% && dir"}, output);
Note: This method is implemented on Android, Linux, macOS, and Windows.
Note: To execute a Windows command interpreter built-in command, specify cmd.exe
in path
, /c
as the first argument, and the desired command as the second argument.
Note: To execute a PowerShell built-in command, specify powershell.exe
in path
, -Command
as the first argument, and the desired command as the second argument.
Note: To execute a Unix shell built-in command, specify shell executable name in path
, -c
as the first argument, and the desired command as the second argument.
Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.
Note: On Android, system commands such as dumpsys
can only be run on a rooted device.
public static int Execute(string path, string[] arguments, Array output = null, bool readStderr = false, bool openConsole = false)
Parameters
Returns
ExecuteWithPipe(string, string[])
Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot terminates. The path specified in path
must exist and be an executable file or macOS .app
bundle. The path is resolved based on the current platform. The arguments
are used in the given order and separated by a space.
If the process cannot be created, this method returns an empty Dictionary. Otherwise, this method returns a Dictionary with the following keys:
- "stdio"
- FileAccess to access the process stdin and stdout pipes (read/write).
- "stderr"
- FileAccess to access the process stderr pipe (read only).
- "pid"
- Process ID as an int, which you can use to monitor the process (and potentially terminate it with Kill(int)).
Note: This method is implemented on Android, Linux, macOS, and Windows.
Note: To execute a Windows command interpreter built-in command, specify cmd.exe
in path
, /c
as the first argument, and the desired command as the second argument.
Note: To execute a PowerShell built-in command, specify powershell.exe
in path
, -Command
as the first argument, and the desired command as the second argument.
Note: To execute a Unix shell built-in command, specify shell executable name in path
, -c
as the first argument, and the desired command as the second argument.
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.
public static Dictionary ExecuteWithPipe(string path, string[] arguments)
Parameters
Returns
FindKeycodeFromString(string)
Finds the keycode for the given string. The returned values are equivalent to the Key constants.
GD.Print(OS.FindKeycodeFromString("C")); // Prints C (Key.C)
GD.Print(OS.FindKeycodeFromString("Escape")); // Prints Escape (Key.Escape)
GD.Print(OS.FindKeycodeFromString("Shift+Tab")); // Prints 37748738 (KeyModifierMask.MaskShift | Key.Tab)
GD.Print(OS.FindKeycodeFromString("Unknown")); // Prints None (Key.None)
See also GetKeycodeString(Key).
public static Key FindKeycodeFromString(string @string)
Parameters
string
string
Returns
GetCacheDir()
Returns the global cache data directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the XDG_CACHE_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also GetConfigDir() and GetDataDir().
Not to be confused with GetUserDataDir(), which returns the project-specific user data path.
public static string GetCacheDir()
Returns
GetCmdlineArgs()
Returns the command-line arguments passed to the engine.
Command-line arguments can be written in any form, including both --key value
and --key=value
forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.
You can also incorporate environment variables using the GetEnvironment(string) method.
You can set ProjectSettings.editor/run/main_run_args
to define command-line arguments to be passed by the editor when running the project.
Here's a minimal example on how to parse command-line arguments into a Dictionary using the --key=value
form for arguments:
var arguments = new Dictionary<string, string>();
foreach (var argument in OS.GetCmdlineArgs())
{
if (argument.Contains('='))
{
string[] keyValue = argument.Split("=");
arguments[keyValue[0].TrimPrefix("--")] = keyValue[1];
}
else
{
// Options without an argument will be present in the dictionary,
// with the value set to an empty string.
arguments[argument.TrimPrefix("--")] = "";
}
}
Note: Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, pass the standard UNIX double dash (--
) and then the custom arguments, which the engine will ignore by design. These can be read via GetCmdlineUserArgs().
public static string[] GetCmdlineArgs()
Returns
- string[]
GetCmdlineUserArgs()
Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash --
argument. ++
may be used when --
is intercepted by another program (such as startx
).
# Godot has been executed with the following command:
# godot --fullscreen -- --level=2 --hardcore
OS.get_cmdline_args() # Returns ["--fullscreen", "--level=2", "--hardcore"]
OS.get_cmdline_user_args() # Returns ["--level=2", "--hardcore"]
To get all passed arguments, use GetCmdlineArgs().
public static string[] GetCmdlineUserArgs()
Returns
- string[]
GetConfigDir()
Returns the global user configuration directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the XDG_CONFIG_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also GetCacheDir() and GetDataDir().
Not to be confused with GetUserDataDir(), which returns the project-specific user data path.
public static string GetConfigDir()
Returns
GetConnectedMidiInputs()
Returns an array of connected MIDI device names, if they exist. Returns an empty array if the system MIDI driver has not previously been initialized with OpenMidiInputs(). See also CloseMidiInputs().
Note: This method is implemented on Linux, macOS and Windows.
public static string[] GetConnectedMidiInputs()
Returns
- string[]
GetDataDir()
Returns the global user data directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the XDG_DATA_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also GetCacheDir() and GetConfigDir().
Not to be confused with GetUserDataDir(), which returns the project-specific user data path.
public static string GetDataDir()
Returns
GetDistributionName()
Returns the name of the distribution for Linux and BSD platforms (e.g. "Ubuntu", "Manjaro", "OpenBSD", etc.).
Returns the same value as GetName() for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as "LineageOS".
Returns the same value as GetName() for other platforms.
Note: This method is not supported on the Web platform. It returns an empty string.
public static string GetDistributionName()
Returns
GetEntropy(int)
Generates a byte[] of cryptographically secure random bytes with given size
.
Note: Generating large quantities of bytes using this method can result in locking and entropy of lower quality on most platforms. Using GenerateRandomBytes(int) is preferred in most cases.
public static byte[] GetEntropy(int size)
Parameters
size
int
Returns
- byte[]
GetEnvironment(string)
Returns the value of the given environment variable, or an empty string if variable
doesn't exist.
Note: Double-check the casing of variable
. Environment variable names are case-sensitive on all platforms except Windows.
Note: On macOS, applications do not have access to shell environment variables.
public static string GetEnvironment(string variable)
Parameters
variable
string
Returns
GetExecutablePath()
Returns the file path to the current engine executable.
Note: On macOS, if you want to launch another instance of Godot, always use CreateInstance(string[]) instead of relying on the executable path.
public static string GetExecutablePath()
Returns
GetGrantedPermissions()
On Android devices: Returns the list of dangerous permissions that have been granted.
On macOS: Returns the list of user selected folders accessible to the application (sandboxed applications only). Use the native file dialog to request folder access permission.
public static string[] GetGrantedPermissions()
Returns
- string[]
GetKeycodeString(Key)
Returns the given keycode as a string.
GD.Print(OS.GetKeycodeString(Key.C)); // Prints "C"
GD.Print(OS.GetKeycodeString(Key.Escape)); // Prints "Escape"
GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // Prints "Shift+Tab"
See also FindKeycodeFromString(string), Keycode, and GetKeycodeWithModifiers().
public static string GetKeycodeString(Key code)
Parameters
code
Key
Returns
GetLocale()
Returns the host OS locale as a string of the form language_Script_COUNTRY_VARIANT@extra
. Every substring after language
is optional and may not exist.
- language
- 2 or 3-letter language code, in lower case.
- Script
- 4-letter script code, in title case.
- COUNTRY
- 2 or 3-letter country code, in upper case.
- VARIANT
- language variant, region and sort order. The variant can have any number of underscored keywords.
- extra
- semicolon separated list of additional key words. This may include currency, calendar, sort order and numbering system information.
If you want only the language code and not the fully specified locale from the OS, you can use GetLocaleLanguage().
public static string GetLocale()
Returns
GetLocaleLanguage()
Returns the host OS locale's 2 or 3-letter language code as a string which should be consistent on all platforms. This is equivalent to extracting the language
part of the GetLocale() string.
This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with fr_CA
locale, this would return fr
.
public static string GetLocaleLanguage()
Returns
GetMainThreadId()
Returns the ID of the main thread. See GetThreadCallerId().
Note: Thread IDs are not deterministic and may be reused across application restarts.
public static ulong GetMainThreadId()
Returns
GetMemoryInfo()
Returns a Dictionary containing information about the current memory with the following entries:
- "physical"
- total amount of usable physical memory in bytes. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by the kernel and devices.
- "free"
- amount of physical memory, that can be immediately allocated without disk access or other costly operations, in bytes. The process might be able to allocate more physical memory, but this action will require moving inactive pages to disk, which can be expensive.
- "available"
- amount of memory that can be allocated without extending the swap file(s), in bytes. This value includes both physical memory and swap.
- "stack"
- size of the current thread stack in bytes.
Note: Each entry's value may be -1
if it is unknown.
public static Dictionary GetMemoryInfo()
Returns
GetModelName()
Returns the model name of the current device.
Note: This method is implemented on Android and iOS. Returns "GenericDevice"
on unsupported platforms.
public static string GetModelName()
Returns
GetName()
Returns the name of the host platform.
- On Windows, this is "Windows"
.
- On macOS, this is "macOS"
.
- On Linux-based operating systems, this is "Linux"
.
- On BSD-based operating systems, this is "FreeBSD"
, "NetBSD"
, "OpenBSD"
, or "BSD"
as a fallback.
- On Android, this is "Android"
.
- On iOS, this is "iOS"
.
- On Web, this is "Web"
.
Note: Custom builds of the engine may support additional platforms, such as consoles, possibly returning other names.
switch (OS.GetName())
{
case "Windows":
GD.Print("Welcome to Windows");
break;
case "macOS":
GD.Print("Welcome to macOS!");
break;
case "Linux":
case "FreeBSD":
case "NetBSD":
case "OpenBSD":
case "BSD":
GD.Print("Welcome to Linux/BSD!");
break;
case "Android":
GD.Print("Welcome to Android!");
break;
case "iOS":
GD.Print("Welcome to iOS!");
break;
case "Web":
GD.Print("Welcome to the Web!");
break;
}
Note: On Web platforms, it is still possible to determine the host platform's OS with feature tags. See HasFeature(string).
public static string GetName()
Returns
GetProcessExitCode(int)
Returns the exit code of a spawned process once it has finished running (see IsProcessRunning(int)).
Returns -1
if the pid
is not a PID of a spawned child process, the process is still running, or the method is not implemented for the current platform.
Note: Returns -1
if the pid
is a macOS bundled app process.
Note: This method is implemented on Android, Linux, macOS and Windows.
public static int GetProcessExitCode(int pid)
Parameters
pid
int
Returns
GetProcessId()
Returns the number used by the host machine to uniquely identify this application.
Note: This method is implemented on Android, iOS, Linux, macOS, and Windows.
public static int GetProcessId()
Returns
GetProcessorCount()
Returns the number of logical CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of physical CPU cores.
public static int GetProcessorCount()
Returns
GetProcessorName()
Returns the full name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"
).
Note: This method is only implemented on Windows, macOS, Linux and iOS. On Android and Web, GetProcessorName() returns an empty string.
public static string GetProcessorName()
Returns
GetRestartOnExitArguments()
Returns the list of command line arguments that will be used when the project automatically restarts using SetRestartOnExit(bool, string[]). See also IsRestartOnExitSet().
public static string[] GetRestartOnExitArguments()
Returns
- string[]
GetStaticMemoryPeakUsage()
Returns the maximum amount of static memory used. Only works in debug builds.
public static ulong GetStaticMemoryPeakUsage()
Returns
GetStaticMemoryUsage()
Returns the amount of static memory being used by the program in bytes. Only works in debug builds.
public static ulong GetStaticMemoryUsage()
Returns
GetSystemCaCertificates()
Returns the list of certification authorities trusted by the operating system as a string of concatenated certificates in PEM format.
public static string GetSystemCaCertificates()
Returns
GetSystemDir(SystemDir, bool)
Returns the path to commonly used folders across different platforms, as defined by dir
. See the OS.SystemDir constants for available locations.
Note: This method is implemented on Android, Linux, macOS and Windows.
Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories, if sharedStorage
is true. Shared directories have additional restrictions on Android.
public static string GetSystemDir(OS.SystemDir dir, bool sharedStorage = true)
Parameters
Returns
GetSystemFontPath(string, int, int, bool)
Returns the path to the system font file with fontName
and style. Returns an empty string if no matching fonts found.
The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
Note: Returned font might have different style if the requested style is not available.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
public static string GetSystemFontPath(string fontName, int weight = 400, int stretch = 100, bool italic = false)
Parameters
Returns
GetSystemFontPathForText(string, string, string, string, int, int, bool)
Returns an array of the system substitute font file paths, which are similar to the font with fontName
and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.
The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
Note: Depending on OS, it's not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.
Note: Returned fonts might have different style if the requested style is not available or belong to a different font family.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
public static string[] GetSystemFontPathForText(string fontName, string text, string locale = "", string script = "", int weight = 400, int stretch = 100, bool italic = false)
Parameters
Returns
- string[]
GetSystemFonts()
Returns the list of font family names available.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
public static string[] GetSystemFonts()
Returns
- string[]
GetThreadCallerId()
Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.
Note: Thread IDs are not deterministic and may be reused across application restarts.
public static ulong GetThreadCallerId()
Returns
GetUniqueId()
Returns a string that is unique to the device.
Note: This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies their hardware. This means it should generally not be used to encrypt persistent data, as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by this method for security purposes.
Note: On Web, returns an empty string and generates an error, as this method cannot be implemented for security reasons.
public static string GetUniqueId()
Returns
GetUserDataDir()
Returns the absolute directory path where user data is written (the user://
directory in Godot). The path depends on the project name and ProjectSettings.application/config/use_custom_user_dir
.
- On Windows, this is %AppData%\Godot\app_userdata\[project_name]
, or %AppData%\[custom_name]
if use_custom_user_dir
is set. %AppData%
expands to %UserProfile%\AppData\Roaming
.
- On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name]
, or ~/Library/Application Support/[custom_name]
if use_custom_user_dir
is set.
- On Linux and BSD, this is ~/.local/share/godot/app_userdata/[project_name]
, or ~/.local/share/[custom_name]
if use_custom_user_dir
is set.
- On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
- On Web, this is a virtual directory managed by the browser.
If the project name is empty, [project_name]
falls back to [unnamed project]
.
Not to be confused with GetDataDir(), which returns the global (non-project-specific) user home directory.
public static string GetUserDataDir()
Returns
GetVersion()
Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.
- For Windows, the major and minor version are returned, as well as the build number. For example, the returned string may look like 10.0.9926
for a build of Windows 10, and it may look like 6.1.7601
for a build of Windows 7 SP1.
- For rolling distributions, such as Arch Linux, an empty string is returned.
- For macOS and iOS, the major and minor version are returned, as well as the patch number.
- For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.
Note: This method is not supported on the Web platform. It returns an empty string.
public static string GetVersion()
Returns
GetVideoAdapterDriverInfo()
Returns the video adapter driver name and version for the user's currently active graphics card, as a string[]. See also GetVideoAdapterApiVersion().
The first element holds the driver name, such as nvidia
, amdgpu
, etc.
The second element holds the driver version. For example, on the nvidia
driver on a Linux/BSD platform, the version is in the format 510.85.02
. For Windows, the driver's format is 31.0.15.1659
.
Note: This method is only supported on Linux/BSD and Windows when not running in headless mode. On other platforms, it returns an empty array.
public static string[] GetVideoAdapterDriverInfo()
Returns
- string[]
HasEnvironment(string)
Returns true if the environment variable with the name variable
exists.
Note: Double-check the casing of variable
. Environment variable names are case-sensitive on all platforms except Windows.
public static bool HasEnvironment(string variable)
Parameters
variable
string
Returns
HasFeature(string)
Returns true if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the Feature Tags documentation for more details.
Note: Tag names are case-sensitive.
Note: On the Web platform, one of the following additional tags is defined to indicate the host platform: web_android
, web_ios
, web_linuxbsd
, web_macos
, or web_windows
.
public static bool HasFeature(string tagName)
Parameters
tagName
string
Returns
IsDebugBuild()
Returns true if the Godot binary used to run the project is a debug export template, or when running in the editor.
Returns false if the Godot binary used to run the project is a release export template.
Note: To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("template")
instead.
public static bool IsDebugBuild()
Returns
IsKeycodeUnicode(long)
Returns true if the input keycode corresponds to a Unicode character. For a list of codes, see the Key constants.
GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // Prints true
GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // Prints true
GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // Prints false
GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // Prints false
public static bool IsKeycodeUnicode(long code)
Parameters
code
long
Returns
IsProcessRunning(int)
Returns true if the child process ID (pid
) is still running or false if it has terminated. pid
must be a valid ID generated from CreateProcess(string, string[], bool).
Note: This method is implemented on Android, iOS, Linux, macOS, and Windows.
public static bool IsProcessRunning(int pid)
Parameters
pid
int
Returns
IsRestartOnExitSet()
Returns true if the project will automatically restart when it exits for any reason, false otherwise. See also SetRestartOnExit(bool, string[]) and GetRestartOnExitArguments().
public static bool IsRestartOnExitSet()
Returns
IsSandboxed()
Returns true if the application is running in the sandbox.
Note: This method is only implemented on macOS and Linux.
public static bool IsSandboxed()
Returns
IsStdOutVerbose()
Returns true if the engine was executed with the --verbose
or -v
command line argument, or if ProjectSettings.debug/settings/stdout/verbose_stdout
is true. See also @GlobalScope.print_verbose
.
public static bool IsStdOutVerbose()
Returns
IsUserfsPersistent()
Returns true if the user://
file system is persistent, that is, its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable.
public static bool IsUserfsPersistent()
Returns
Kill(int)
Kill (terminate) the process identified by the given process ID (pid
), such as the ID returned by Execute(string, string[], Array, bool, bool) in non-blocking mode. See also Crash(string).
Note: This method can also be used to kill processes that were not spawned by the engine.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
public static Error Kill(int pid)
Parameters
pid
int
Returns
MoveToTrash(string)
Moves the file or directory at the given path
to the system's recycle bin. See also Remove(string).
The method takes only global paths, so you may need to use GlobalizePath(string). Do not use it for files in res://
as it will not work in exported projects.
Returns Failed if the file or directory cannot be found, or the system does not support this method.
var fileToRemove = "user://slot1.save";
OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
Note: This method is implemented on Android, Linux, macOS and Windows.
Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.
public static Error MoveToTrash(string path)
Parameters
path
string
Returns
OpenMidiInputs()
Initializes the singleton for the system MIDI driver, allowing Godot to receive InputEventMidi. See also GetConnectedMidiInputs() and CloseMidiInputs().
Note: This method is implemented on Linux, macOS and Windows.
public static void OpenMidiInputs()
ReadStringFromStdIn()
Reads a user input string from the standard input (usually the terminal). This operation is blocking, which causes the window to freeze if ReadStringFromStdIn() is called on the main thread. The thread calling ReadStringFromStdIn() will block until the program receives a line break in standard input (usually by the user pressing Enter).
Note: This method is implemented on Linux, macOS and Windows.
Note: On exported Windows builds, run the console wrapper executable to access the terminal. Otherwise, the standard input will not work correctly. If you need a single executable with console support, use a custom build compiled with the windows_subsystem=console
flag.
public static string ReadStringFromStdIn()
Returns
RequestPermission(string)
Requests permission from the OS for the given name
. Returns true if the permission has been successfully granted.
Note: This method is currently only implemented on Android, to specifically request permission for "RECORD_AUDIO"
by AudioDriverOpenSL
.
public static bool RequestPermission(string name)
Parameters
name
string
Returns
RequestPermissions()
Requests dangerous permissions from the OS. Returns true if permissions have been successfully granted.
Note: This method is only implemented on Android. Normal permissions are automatically granted at install time in Android applications.
public static bool RequestPermissions()
Returns
RevokeGrantedPermissions()
On macOS (sandboxed applications only), this function clears list of user selected folders accessible to the application.
public static void RevokeGrantedPermissions()
SetEnvironment(string, string)
Sets the value of the environment variable variable
to value
. The environment variable will be set for the Godot process and any process executed with Execute(string, string[], Array, bool, bool) after running SetEnvironment(string, string). The environment variable will not persist to processes run after the Godot process was terminated.
Note: Environment variable names are case-sensitive on all platforms except Windows. The variable
name cannot be empty or include the =
character. On Windows, there is a 32767 characters limit for the combined length of variable
, value
, and the =
and null terminator characters that will be registered in the environment block.
public static void SetEnvironment(string variable, string value)
Parameters
SetRestartOnExit(bool, string[])
If restart
is true, restarts the project automatically when it is exited with Quit(int) or NotificationWMCloseRequest. Command-line arguments
can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass GetCmdlineArgs() as the value for arguments
.
This method can be used to apply setting changes that require a restart. See also IsRestartOnExitSet() and GetRestartOnExitArguments().
Note: This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.
Note: If the project process crashes or is killed by the user (by sending SIGKILL
instead of the usual SIGTERM
), the project won't restart automatically.
public static void SetRestartOnExit(bool restart, string[] arguments = null)
Parameters
restart
boolarguments
string[]If the parameter is null, then the default value is
Array.Empty<string>()
.
SetThreadName(string)
Assigns the given name to the current thread. Returns Unavailable if unavailable on the current platform.
public static Error SetThreadName(string name)
Parameters
name
string
Returns
SetUseFileAccessSaveAndSwap(bool)
If enabled
is true, when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file.
This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself.
public static void SetUseFileAccessSaveAndSwap(bool enabled)
Parameters
enabled
bool
ShellOpen(string)
Requests the OS to open a resource identified by uri
with the most appropriate program. For example:
- OS.shell_open("C:\\Users\name\Downloads")
on Windows opens the file explorer at the user's Downloads folder.
- OS.shell_open("https://godotengine.org")
opens the default web browser on the official Godot website.
- OS.shell_open("mailto:example@example.com")
opens the default email client with the "To" field set to example@example.com
. See RFC 2368 - The mailto
URL scheme for a list of fields that can be added.
Use GlobalizePath(string) to convert a res://
or user://
project path into a system path for use with this method.
Note: Use String.uri_encode
to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, ShellOpen(string) may not work correctly in a project exported to the Web platform.
Note: This method is implemented on Android, iOS, Web, Linux, macOS and Windows.
public static Error ShellOpen(string uri)
Parameters
uri
string
Returns
ShellShowInFileManager(string, bool)
Requests the OS to open the file manager, navigate to the given fileOrDirPath
and select the target file or folder.
If openFolder
is true and fileOrDirPath
is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.
Use GlobalizePath(string) to convert a res://
or user://
project path into a system path to use with this method.
Note: This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to ShellOpen(string) with a directory path of fileOrDirPath
prefixed with file://
.
public static Error ShellShowInFileManager(string fileOrDirPath, bool openFolder = true)
Parameters
Returns
UnsetEnvironment(string)
Removes the given environment variable from the current environment, if it exists. The variable
name cannot be empty or include the =
character. The environment variable will be removed for the Godot process and any process executed with Execute(string, string[], Array, bool, bool) after running UnsetEnvironment(string). The removal of the environment variable will not persist to processes run after the Godot process was terminated.
Note: Environment variable names are case-sensitive on all platforms except Windows.
public static void UnsetEnvironment(string variable)
Parameters
variable
string