The [OS] 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.
[b]Note:[/b] In Godot 4, [OS] functions related to window management, clipboard, and TTS were moved to the [DisplayServer] singleton (and the [Window] class). Functions related to time were removed and are only available in the [Time] class.
Shuts down the system MIDI driver. Godot will no longer receive [InputEventMIDI]. See also [method open_midi_inputs] and [method get_connected_midi_inputs].
Crashes the engine (or the editor if called within a [code]@tool[/code] script). See also [method kill].
[b]Note:[/b] This method should [i]only[/i] be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GlobalScope.push_error], or [method alert].
If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code].
Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in [param path] must exist and be executable file or macOS .app bundle. Platform path resolution will be used. The [param arguments] are used in the given order and separated by a space.
On Windows, if [param open_console] is [code]true[/code] and the process is a console app, a new terminal window will be opened.
If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). Otherwise this method returns [code]-1[/code].
[b]Note:[/b] 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.
Delays execution of the current thread by [param msec] milliseconds. [param msec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_msec] does nothing and prints an error message.
[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, you may use [method SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
[b]Note:[/b] When [method 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 [method 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).
Delays execution of the current thread by [param usec] microseconds. [param usec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_usec] does nothing and prints an error message.
[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, you may use [method SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
[b]Note:[/b] When [method 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 [method 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).
Executes the given process in a [i]blocking[/i] way. The file specified in [param path] must exist and be executable. The system path resolution will be used. The [param arguments] are used in the given order, separated by spaces, and wrapped in quotes.
If an [param output] array is provided, the complete shell output of the process is appended to [param output] as a single [String] element. If [param read_stderr] is [code]true[/code], the output to the standard error stream is also appended to the array.
On Windows, if [param open_console] is [code]true[/code] and the process is a console app, a new terminal window is opened.
This method returns the exit code of the command, or [code]-1[/code] if the process fails to execute.
[b]Note:[/b] The main thread will be blocked until the executed command terminates. Use [Thread] to create a separate thread that will not block the main thread, or use [method create_process] to create a completely independent process.
[b]Note:[/b] To execute a Windows command interpreter built-in command, specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first argument, and the desired command as the second argument.
[b]Note:[/b] To execute a PowerShell built-in command, specify [code]powershell.exe[/code] in [param path], [code]-Command[/code] as the first argument, and the desired command as the second argument.
[b]Note:[/b] To execute a Unix shell built-in command, specify shell executable name in [param path], [code]-c[/code] as the first argument, and the desired command as the second argument.
Returns the [i]global[/i] cache data directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
Returns the command-line arguments passed to the engine.
Command-line arguments can be written in any form, including both [code]--key value[/code] and [code]--key=value[/code] forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.
You can also incorporate environment variables using the [method get_environment] method.
[b]Note:[/b] Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, pass the standard UNIX double dash ([code]--[/code]) and then the custom arguments, which the engine will ignore by design. These can be read via [method get_cmdline_user_args].
Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash [code]--[/code] argument. [code]++[/code] may be used when [code]--[/code] is intercepted by another program (such as [code]startx[/code]).
Returns the [i]global[/i] user configuration directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
Returns an array of connected MIDI device names, if they exist. Returns an empty array if the system MIDI driver has not previously been initialized with [method open_midi_inputs]. See also [method close_midi_inputs].
Returns the [i]global[/i] user data directory according to the operating system's standards.
On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
Returns the name of the distribution for Linux and BSD platforms (e.g. "Ubuntu", "Manjaro", "OpenBSD", etc.).
Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as "LineageOS".
On Android devices: Returns the list of dangerous permissions that have been granted.
On macOS: Returns the list of user selected folders accessible to the application (sandboxed applications only). Use the native file dialog to request folder access permission.
Returns the host OS locale as a [String] of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. Every substring after [code]language[/code] is optional and may not exist.
- [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case.
- [code skip-lint]Script[/code] - 4-letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case.
- [code]COUNTRY[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case.
- [code]VARIANT[/code] - language variant, region and sort order. The variant can have any number of underscored keywords.
- [code]extra[/code] - semicolon separated list of additional key words. This may include currency, calendar, sort order and numbering system information.
If you want only the language code and not the fully specified locale from the OS, you can use [method get_locale_language].
Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be consistent on all platforms. This is equivalent to extracting the [code]language[/code] part of the [method 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 [code]fr_CA[/code] locale, this would return [code]fr[/code].
Returns a [Dictionary] containing information about the current memory with the following entries:
- [code]"physical"[/code] - total amount of usable physical memory in bytes. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by the kernel and devices.
- [code]"free"[/code] - amount of physical memory, that can be immediately allocated without disk access or other costly operations, in bytes. The process might be able to allocate more physical memory, but this action will require moving inactive pages to disk, which can be expensive.
- [code]"available"[/code] - amount of memory that can be allocated without extending the swap file(s), in bytes. This value includes both physical memory and swap.
- [code]"stack"[/code] - size of the current thread stack in bytes.
[b]Note:[/b] Each entry's value may be [code]-1[/code] if it is unknown.
Returns the number of [i]logical[/i] CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of [i]physical[/i] CPU cores.
[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android and Web, [method get_processor_name] returns an empty string.
Returns the list of command line arguments that will be used when the project automatically restarts using [method set_restart_on_exit]. See also [method is_restart_on_exit_set].
Returns the path to commonly used folders across different platforms, as defined by [param dir]. See the [enum SystemDir] constants for available locations.
[b]Note:[/b] Shared storage is implemented on Android and allows to differentiate between app specific and shared directories, if [param shared_storage] is [code]true[/code]. Shared directories have additional restrictions on Android.
Returns an array of the system substitute font file paths, which are similar to the font with [param font_name] and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.
[b]Note:[/b] 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.
[b]Note:[/b] This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies 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 this method for security purposes.
[b]Note:[/b] On Web, returns an empty string and generates an error, as this method cannot be implemented for security concerns.
Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Godot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir].
- On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
- On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
- On Web, this is a virtual directory managed by the browser.
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 may look like [code]10.0.9926[/code] for a build of Windows 10, and it may look like [code]6.1.7601[/code] 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.
[b]Note:[/b] This method is not supported on the Web platform. It returns an empty string.
Returns the video adapter driver name and version for the user's currently active graphics card, as a [PackedStringArray]. See also [method RenderingServer.get_video_adapter_api_version].
The second element holds the driver version. For example, on the [code]nvidia[/code] driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/code]. For Windows, the driver's format is [code]31.0.15.1659[/code].
[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not running in headless mode. On other platforms, it returns an empty array.
Returns [code]true[/code] 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 [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] On the Web platform, one of the following additional tags is defined to indicate the host platform: [code]web_android[/code], [code]web_ios[/code], [code]web_linuxbsd[/code], [code]web_macos[/code], or [code]web_windows[/code].
[b]Note:[/b] To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead.
Returns [code]true[/code] if the child process ID ([param pid]) is still running or [code]false[/code] if it has terminated. [param pid] must be a valid ID generated from [method create_process].
Returns [code]true[/code] if the project will automatically restart when it exits for any reason, [code]false[/code] otherwise. See also [method set_restart_on_exit] and [method get_restart_on_exit_arguments].
Returns [code]true[/code] if the engine was executed with the [code]--verbose[/code] or [code]-v[/code] command line argument, or if [member ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. See also [method @GlobalScope.print_verbose].
Returns [code]true[/code] if the [code]user://[/code] file system is persistent, that is, 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 ([param pid]), such as the ID returned by [method execute] in non-blocking mode. See also [method crash].
[b]Note:[/b] This method can also be used to kill processes that were not spawned by the engine.
The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported projects.
Initializes the singleton for the system MIDI driver, allowing Godot to receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and [method close_midi_inputs].
Reads a user input string from the standard input (usually the terminal). This operation is [i]blocking[/i], which causes the window to freeze if [method read_string_from_stdin] is called on the main thread. The thread calling [method read_string_from_stdin] will block until the program receives a line break in standard input (usually by the user pressing [kbd]Enter[/kbd]).
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
[b]Note:[/b] On exported Windows builds, run the console wrapper executable to access the terminal. Otherwise, the standard input will not work correctly. If you need a single executable with console support, use a custom build compiled with the [code]windows_subsystem=console[/code] flag.
Requests permission from the OS for the given [param name]. Returns [code]true[/code] if the permission has been successfully granted.
[b]Note:[/b] This method is currently only implemented on Android, to specifically request permission for [code]"RECORD_AUDIO"[/code] by [code]AudioDriverOpenSL[/code].
Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated.
[b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block.
If [param restart] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command-line [param arguments] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [param arguments].
This method can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments].
[b]Note:[/b] 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.
[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically.
If [param enabled] is [code]true[/code], when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file.
This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself.
- [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added.
Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] project path into a system path for use with this method.
[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, [method shell_open] may not work correctly in a project exported to the Web platform.
Requests the OS to open the file manager, navigate to the given [param file_or_dir_path] and select the target file or folder.
If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.
Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] project path into a system path to use with this method.
[b]Note:[/b] This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to [method shell_open] with a directory path of [param file_or_dir_path] prefixed with [code]file://[/code].
Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated.
[b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows.
If [code]true[/code], the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This only works on systems where V-Sync is active.
[b]Note:[/b] On start-up, this is the same as [member ProjectSettings.application/run/delta_smoothing].
The amount of sleeping between frames when the low-processor usage mode is enabled, in microseconds. Higher values will result in lower CPU usage. See also [member low_processor_usage_mode].
[b]Note:[/b] On start-up, this is the same as [member ProjectSettings.application/run/low_processor_mode_sleep_usec].