Files
godot-demo-projects/misc/os_test
Hugo Locurcio 31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- 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.
2024-03-26 18:01:58 +01:00
..

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.

Screenshots

Top HiDPI

Mono