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¶
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Methods¶
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 delta_smoothing = true
If true
, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
bool low_processor_usage_mode = false
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(), [])
var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});
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)
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 = []
OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], output)
var output = new Godot.Collections.Array();
OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% && dir"}, output);
Note: This method is implemented on Android, iOS, 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.
Key find_keycode_from_string ( String string ) const
Returns the keycode of the given string (e.g. "Escape").
String get_cache_dir ( ) const
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 get_config_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
PackedStringArray get_cmdline_args ( )
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 get_environment 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 = {}
for argument in OS.get_cmdline_args():
if argument.find("=") > -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
else:
# Options without an argument will be present in the dictionary,
# with the value set to an empty string.
arguments[argument.lstrip("--")] = ""
var arguments = new Godot.Collections.Dictionary();
foreach (var argument in OS.GetCmdlineArgs())
{
if (argument.Find("=") > -1)
{
string[] keyValue = argument.Split("=");
arguments[keyValue[0].LStrip("--")] = keyValue[1];
}
else
{
// Options without an argument will be present in the dictionary,
// with the value set to an empty string.
arguments[keyValue[0].LStrip("--")] = "";
}
}
Note: Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, the best way is to use the standard UNIX double dash (--
) and then pass custom arguments, which the engine itself will ignore. These can be read via get_cmdline_user_args.
PackedStringArray get_cmdline_user_args ( )
Similar to get_cmdline_args, but this returns the user arguments (any argument passed after the double dash --
or double plus ++
argument). These are left untouched by Godot for the user. ++
can be used in situations where --
is intercepted by another program (such as startx
).
For example, in the command line below, --fullscreen
will not be returned in get_cmdline_user_args and --level 1
will only be returned in get_cmdline_user_args:
godot --fullscreen -- --level 1
# Or:
godot --fullscreen ++ --level 1
String get_config_dir ( ) const
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 get_cache_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
PackedStringArray get_connected_midi_inputs ( )
Returns an array of MIDI device names.
The returned array will be empty if the system MIDI driver has not previously been initialized with open_midi_inputs.
Note: This method is implemented on Linux, macOS and Windows.
String get_data_dir ( ) const
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 get_cache_dir and get_config_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
String get_distribution_name ( ) const
Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.).
Returns the same value as get_name for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS.
Returns the same value as get_name for other platforms.
Note: This method is not supported on the web platform. It returns an empty string.
String get_environment ( String variable ) const
Returns the value of an environment variable. Returns an empty string if the environment variable doesn't exist.
Note: Double-check the casing of variable
. Environment variable names are case-sensitive on all platforms except Windows.
String get_executable_path ( ) const
Returns the path to the current engine executable.
Note: On macOS, always use create_instance instead of relying on executable path.
PackedStringArray get_granted_permissions ( ) const
On Android devices: With this function, you can get the list of dangerous permissions that have been granted.
On macOS (sandboxed applications only): This function returns the list of user selected folders accessible to the application. Use native file dialog to request folder access permission.
String get_keycode_string ( Key code ) const
Returns the given keycode as a string (e.g. Return values: "Escape"
, "Shift+Escape"
).
See also InputEventKey.keycode and InputEventKey.get_keycode_with_modifiers.
String get_locale ( ) const
Returns the host OS locale as a string of the form language_Script_COUNTRY_VARIANT@extra
. If you want only the language code and not the fully specified locale from the OS, you can use get_locale_language.
language
- 2 or 3-letter language code, in lower case.
Script
- optional, 4-letter script code, in title case.
COUNTRY
- optional, 2 or 3-letter country code, in upper case.
VARIANT
- optional, language variant, region and sort order. Variant can have any number of underscored keywords.
extra
- optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.
String get_locale_language ( ) const
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 get_locale 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
.
int get_main_thread_id ( ) const
Returns the ID of the main thread. See get_thread_caller_id.
Note: Thread IDs are not deterministic and may be reused across application restarts.
Dictionary get_memory_info ( ) const
Returns the Dictionary with the following keys:
"physical"
- total amount of usable physical memory, in bytes or -1
if unknown. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by kernel and devices.
"free"
- amount of physical memory, that can be immediately allocated without disk access or other costly operation, in bytes or -1
if unknown. The process might be able to allocate more physical memory, but such allocation will require moving inactive pages to disk and can take some time.
"available"
- amount of memory, that can be allocated without extending the swap file(s), in bytes or -1
if unknown. This value include both physical memory and swap.
"stack"
- size of the current thread stack, in bytes or -1
if unknown.
String get_model_name ( ) const
Returns the model name of the current device.
Note: This method is implemented on Android and iOS. Returns "GenericDevice"
on unsupported platforms.
String get_name ( ) const
Returns the name of the host OS.
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 the web, this is "Web"
.
Note: Custom builds of the engine may support additional platforms, such as consoles, yielding other return values.
match OS.get_name():
"Windows":
print("Windows")
"macOS":
print("macOS")
"Linux", "FreeBSD", "NetBSD", "OpenBSD", "BSD":
print("Linux/BSD")
"Android":
print("Android")
"iOS":
print("iOS")
"Web":
print("Web")
switch (OS.GetName())
{
case "Windows":
GD.Print("Windows");
break;
case "macOS":
GD.Print("macOS");
break;
case "Linux":
case "FreeBSD":
case "NetBSD":
case "OpenBSD"
case "BSD":
GD.Print("Linux/BSD");
break;
case "Android":
GD.Print("Android");
break;
case "iOS":
GD.Print("iOS");
break;
case "Web":
GD.Print("Web");
break;
}
int get_process_id ( ) const
Returns the project's process ID.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
int get_processor_count ( ) const
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.
String get_processor_name ( ) const
Returns the 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, get_processor_name returns an empty string.
PackedStringArray get_restart_on_exit_arguments ( ) const
Returns the list of command line arguments that will be used when the project automatically restarts using set_restart_on_exit. See also is_restart_on_exit_set.
int get_static_memory_peak_usage ( ) const
Returns the maximum amount of static memory used (only works in debug).
int get_static_memory_usage ( ) const
Returns the amount of static memory being used by the program in bytes (only works in debug).
String get_system_dir ( SystemDir dir, bool shared_storage=true ) const
Returns the actual path to commonly used folders across different platforms. Available locations are specified in SystemDir.
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. Shared directories have additional restrictions on Android.
String get_system_font_path ( String font_name, int weight=400, int stretch=100, bool italic=false ) const
Returns path to the system font file with font_name
and style. Returns 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.
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
Returns an array of the system substitute font file paths, which are similar to the font with font_name
and style for the specified text, locale and script. Returns 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.
PackedStringArray get_system_fonts ( ) const
Returns list of font family names available.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
int get_thread_caller_id ( ) const
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.
String get_unique_id ( ) const
Returns a string that is unique to the device.
Note: This string may change without notice if the user reinstalls/upgrades their operating system or changes 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 get_unique_id for security purposes.
Note: Returns an empty string on Web, as this method isn't implemented on this platform yet.
String get_user_data_dir ( ) const
Returns the absolute directory path where user data is written (user://
).
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 the 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 get_data_dir, which returns the global (non-project-specific) user home directory.
String get_version ( ) const
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 can look like 10.0.9926
for a build of Windows 10, and it can 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.
PackedStringArray get_video_adapter_driver_info ( ) const
Returns the video adapter driver name and version for the user's currently active graphics card. See also RenderingServer.get_video_adapter_api_version.
The first element holds the driver name, such as nvidia
, amdgpu
, etc.
The second element holds the driver version. For e.g. 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 the platforms Linux/BSD and Windows when not running in headless mode. It returns an empty array on other platforms.
bool has_environment ( String variable ) const
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.
bool has_feature ( String tag_name ) const
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 host platform: web_android
, web_ios
, web_linuxbsd
, web_macos
, or web_windows
.
bool is_debug_build ( ) const
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.
To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("template")
instead.
bool is_keycode_unicode ( int code ) const
Returns true
if the input keycode corresponds to a Unicode character.
bool is_process_running ( int pid ) const
Returns true
if the child process ID (pid
) is still running or false
if it has terminated.
Must be a valid ID generated from create_process.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
bool is_restart_on_exit_set ( ) const
Returns true
if the project will automatically restart when it exits for any reason, false
otherwise. See also set_restart_on_exit and get_restart_on_exit_arguments.
bool is_sandboxed ( ) const
Returns true
if application is running in the sandbox.
Note: This method is implemented on macOS and Linux.
bool is_stdout_verbose ( ) const
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.
bool is_userfs_persistent ( ) const
If true
, the user://
file system is persistent, so that 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.
Kill (terminate) the process identified by the given process ID (pid
), e.g. the one returned by execute in non-blocking mode. See also crash.
Note: This method can also be used to kill processes that were not spawned by the game.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
Error move_to_trash ( String path ) const
Moves the file or directory to the system's recycle bin. See also DirAccess.remove.
The method takes only global paths, so you may need to use ProjectSettings.globalize_path. Do not use it for files in res://
as it will not work in exported projects.
Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.
var file_to_remove = "user://slot1.save"
OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
var fileToRemove = "user://slot1.save";
OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
void open_midi_inputs ( )
Initializes the singleton for the system MIDI driver.
Note: This method is implemented on Linux, macOS and Windows.
String read_string_from_stdin ( )
Reads a user input string from the standard input (usually the terminal). This operation is blocking, which causes the window to freeze if read_string_from_stdin is called on the main thread. The thread calling read_string_from_stdin 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.
bool request_permission ( String name )
At the moment this function is only used by AudioDriverOpenSL
to request permission for RECORD_AUDIO
on Android.
bool request_permissions ( )
With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications.
Note: This method is implemented only on Android.
void revoke_granted_permissions ( )
On macOS (sandboxed applications only), this function clears list of user selected folders accessible to the application.
void set_environment ( String variable, String value ) const
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 after running set_environment. 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.
void set_restart_on_exit ( bool restart, PackedStringArray arguments=PackedStringArray() )
If restart
is true
, restarts the project automatically when it is exited with SceneTree.quit or Node.NOTIFICATION_WM_CLOSE_REQUEST. Command line arguments
can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass get_cmdline_args as the value for arguments
.
set_restart_on_exit can be used to apply setting changes that require a restart. See also is_restart_on_exit_set and get_restart_on_exit_arguments.
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.
Error set_thread_name ( String name )
Sets the name of the current thread.
void set_use_file_access_save_and_swap ( bool enabled )
Enables backup saves if enabled
is true
.
Error shell_open ( String uri )
Requests the OS to open a resource 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 toexample@example.com
. See RFC 2368 - The [code]mailto[/code] URL scheme for a list of fields that can be added.
Use ProjectSettings.globalize_path to convert a res://
or user://
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, shell_open 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.
Error shell_show_in_file_manager ( String file_or_dir_path, bool open_folder=true )
Requests the OS to open the file manager, then navigate to the given file_or_dir_path
and select the target file or folder.
If file_or_dir_path
is a valid directory path, and open_folder
is true
, the method will open the file manager and enter the target folder without selecting anything.
Use ProjectSettings.globalize_path to convert a res://
or user://
path into a system path for use with this method.
Note: Currently this method is only implemented on Windows and macOS. On other platforms, it will fallback to shell_open with a directory path of file_or_dir_path
with prefix file://
.
void unset_environment ( String variable ) const
Removes the environment variable
from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with execute after running unset_environment. 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. The variable
name cannot be empty or include the =
character.