diff --git a/tutorials/scripting/c_sharp/c_sharp_features.rst b/tutorials/scripting/c_sharp/c_sharp_features.rst index 774659ef7..805ddf041 100644 --- a/tutorials/scripting/c_sharp/c_sharp_features.rst +++ b/tutorials/scripting/c_sharp/c_sharp_features.rst @@ -125,7 +125,7 @@ Or you can detect which engine your code is in, useful for making cross-engine l #elif UNITY_5_3_OR_NEWER print("This is Unity."); #else - throw new InvalidWorkflowException("Only Godot and Unity are supported."); + throw new NotSupportedException("Only Godot and Unity are supported."); #endif } @@ -134,6 +134,10 @@ Full list of defines * ``GODOT`` is always defined for Godot projects. +* ``TOOLS`` is defined when building with the Debug configuration (editor and editor player). + +* ``GODOT_REAL_T_IS_DOUBLE`` is defined when the ``GodotFloat64`` property is set to ``true``. + * One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit. * One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, @@ -141,7 +145,7 @@ Full list of defines depending on the OS. These names may change in the future. These are created from the ``get_name()`` method of the :ref:`OS ` singleton, but not every possible OS - the method returns is an OS that Godot with Mono runs on. + the method returns is an OS that Godot with .NET runs on. When **exporting**, the following may also be defined depending on the export features: @@ -153,7 +157,5 @@ When **exporting**, the following may also be defined depending on the export fe * Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type. -* Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``. - To see an example project, see the OS testing demo: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test