- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos.
Operating System Testing
This demo showcases various OS-specific features in Godot. It can be used to test Godot while porting it to a new platform or to check for regressions.
In a nutshell, this demo shows how you can get information from the operating system, or interact with the operating system.
Language: GDScript and some C# (a .NET build is not required to run this demo)
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/677
How does it work?
The OS
class provides an abstraction layer over the platform-dependent code.
OS wraps the most common functionality to communicate with the host
operating system, such as the clipboard, video driver, date and time,
timers, environment variables, execution of binaries, command line, etc.
The buttons are connected to a node with the actions.gd script, which
perform actions using the OS class.
The text on the left is filled in using the os_test.gd script,
which gathers information about the OS using the OS class.
On a Mono-enabled version of Godot, Godot will load MonoTest.cs into
the MonoTest node. Then, information determined by
C# preprocessor defines
will be added to the left panel.

