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Platforms and availability

Separate installed features, prerequisites and work awaiting release.

Reviewed 6 October 2026 · 2 min read

Import example project ↗Two named conversations, shared files, revisions and a preview.
Release-aware reference · reviewed 5 October 2026 Availability details →

Check the installed build

A feature described here is not proof that every installed build contains it. Desktop and mobile versions are separate; check Settings → Updates on each device.

Some new game, scheduling and diagnostic capabilities are prepared in source but not yet publicly released. Native Mac/iPhone, interactive Windows update and Sandbox/hardware checks remain release gates.

  1. Check your installed version and release information.
  2. Identify the execution device separately from the target platform.
  3. Confirm the engine, compiler, SDK, account and OS permissions on that device.
  4. Ask for readiness before a large install or build.

Try this

Example request

Tell me which parts of this project this computer can build and test now, which need extra software, and which require another device. Do not count a prepared feature as installed.

Platform boundaries

  • Windows and Mac workflows use software installed on that computer.
  • Native iPhone builds/signing require Mac/Xcode and suitable signing access.
  • Mobile can request remote work; background execution remains OS controlled.
  • Console SDK access and distribution memberships are external prerequisites.
  • New Unreal/Unity adapters have command tests but still need native editor verification.

What a test proves

A source edit is not a release. A unit test is not a native visual test. A successful build is not a signed or published package. Ask for the exact completed stage.

Your screen may differ by platform and version. Check availability or get help.