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Suggest using OS.has_feature instead of the engine architecture name for bitness
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@ -13,21 +13,7 @@
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<return type="String" />
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<description>
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Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code].
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To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name:
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[codeblocks]
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[gdscript]
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if "64" in Engine.get_architecture_name():
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print("Running a 64-bit build of Godot.")
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else:
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print("Running a 32-bit build of Godot.")
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[/gdscript]
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[csharp]
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if (Engine.GetArchitectureName().Contains("64"))
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GD.Print("Running a 64-bit build of Godot.");
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else
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GD.Print("Running a 32-bit build of Godot.");
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[/csharp]
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[/codeblocks]
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To detect whether the current build is 64-bit, or the type of architecture, don't use the architecture name. Instead, use [method OS.has_feature] to check for the [code]"64"[/code] feature tag, or tags such as [code]"x86"[/code] or [code]"arm"[/code]. See the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
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[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
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</description>
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</method>
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