Feature tag for "running game" #4611
Replies: 2 comments 2 replies
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To clarify: The "debug" and "editor" feature tags are used both when running the editor itself and when running the game from the editor. And the "standalone" tag is not used when running the game from the editor. In other words, the following code: print(OS.has_feature("debug"))
print(OS.has_feature("editor"))
print(OS.has_feature("release"))
print(OS.has_feature("standalone")) behaves exactly the same in a tool script in the editor as it does in a game running from the editor. And what I'm asking for here is a feature tag (or pair) that reflects |
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Feature tags are currently mostly used for things that remain constant within a specific compiled binary (with the exception of feature tags for texture compression support). It's likely possible to add That said, I think the Project Settings Override file should be ignored in if |
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Using the "Project Settings Override" file, I can get certain settings, configured by the user ingame, to load on engine boot, before the first scene loads. This is good and important, because some settings, like fullscreen, HiDPI support, etc. need to be loaded when the game boots, and not from gdscript code after it boots.
But this file loads when the editor loads, too. Which is bad, because then it overrides the project's project settings.
Okay, in that case I guess I need to use feature tags to make it so that the settings are only loaded by a running copy of the game, and not the editor.
Except, uh. There's no feature tag for that. There is no feature tag that applies when running the game, even when running it through the editor, but not when loading the project in the editor. Nor is there a set of feature tags that could be used in parallel to the same effect.
There should be one.
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