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``GODOT4_3_2``, ``GODOT4_3_0_OR_GREATER``, ``GODOT4_3_1_OR_GREATER``, and
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``GODOT4_3_2_OR_GREATER``.
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* One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture.
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When **exporting**, the following may also be defined depending on the export features:
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* One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.
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* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
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* One of ``GODOT_WINDOWS``, ``GODOT_LINUXBSD``, ``GODOT_MACOS``, ``GODOT_UWP``, ``GODOT_HAIKU``, ``GODOT_ANDROID``, ``GODOT_IOS``, or ``GODOT_WEB`` depending on the platform.
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To see an example project, see the OS testing demo:
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