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Update C# preprocessor defines and add iOS
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@@ -222,10 +222,12 @@ Full list of defines
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* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
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* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
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or ``GODOT_SERVER`` depending on the OS. These names may change in the future.
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These are created from the ``get_name()`` method of the :ref:``OS <class_OS>`` singleton,
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but not every possible OS the method returns is an OS that Godot with Mono runs on.
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* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
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``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER``
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depending on the OS. These names may change in the future.
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These are created from the ``get_name()`` method of the
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:ref:``OS <class_OS>`` singleton, but not every possible OS
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the method returns is an OS that Godot with Mono runs on.
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When **exporting**, the following may also be defined depending on the export features:
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@@ -233,6 +235,11 @@ When **exporting**, the following may also be defined depending on the export fe
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* One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only depending on the architecture.
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* One of ``GODOT_S3TC``, ``GODOT_ETC``, or ``GODOT_ETC2`` depending on the texture compression type.
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* One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture.
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* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
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* Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``.
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To see an example project, see the OS testing demo:
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https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test
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