diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index c695c3348ef..1252e754450 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -12,20 +12,20 @@ - Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code]. + Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [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]. To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name: [codeblocks] [gdscript] if "64" in Engine.get_architecture_name(): - print("Running on 64-bit CPU.") + print("Running a 64-bit build of Godot.") else: - print("Running on 32-bit CPU.") + print("Running a 32-bit build of Godot.") [/gdscript] [csharp] if (Engine.GetArchitectureName().Contains("64")) - GD.Print("Running on 64-bit CPU."); + GD.Print("Running a 64-bit build of Godot."); else - GD.Print("Running on 32-bit CPU."); + GD.Print("Running a 32-bit build of Godot."); [/csharp] [/codeblocks] [b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be [code]x86_32[/code].