Feature tags
Platform name.
Platform type (desktop, mobile, Web).
Supported texture compression algorithms on the platform.
Whether a build is or ( includes the editor).
Many more things.
Features can be queried at run-time from the singleton API by calling:
Default features
Here is a list of most feature tags in Godot. Keep in mind they are case-sensitive:
Warning
With the exception of texture compression feature tags, default feature tags are immutable. This means that they will not change depending on run-time conditions. For example, will return when running a project exported to HTML5 on a mobile device.
To check whether a project exported to HTML5 is running on a mobile device, call JavaScript code that reads the browser’s user agent.
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:
Note
When using the (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.
There are already a lot of settings that come with overrides by default; they can be found in many sections of the project settings.