Comments (9)
Looking through current threads in #help-gdext
, some possible candidates, with possible links to some additional tooling available:
- project setup (structure etc): as it is already described, possible link to scaffold-godot-rust
- accessing base - its usage and caveats
- why Rust-defined methods for custom GodotClass don't show up on
Gd<T>
-bind()
/bind_mut()
additional explanation - Rust-defined GodotClass not showing in Godot-Editor - possible reasons, especially the lack of
init
impl - is unit testing possible - especially explanation why the
#[test]
doesn't work with Godot types, possible link to gd-rehearse -
#[func(gd_self)]
applications - passing Gd with multi-threading - current workaround of passing
InstanceID
(though depends of how temporary this workaround would be needed, seeing the current work made in multi-threading) - Builtin GodotClass not showing up in
gdext
often they are caused by not enabling theexperimental-godot-api
feature - Optional parameter for method not showing up:
*_ex
methods
from book.
(making a comment since i cant currently edit the issue directly)
questions i have seen people ask:
- How do i get a
T
from aGd<T>
Also a comment i made on discord about this list that im copying in here:
I think it'd be useful for this issue to not only track candidates for a potential future FAQ, but also other frequently asked questions people actually have. then we can in the future discuss where to best document the questions, whether it be in the FAQ, the book, or the API-docs.
from book.
maybe not as relevant of a question, but i've ran into this issue a couple times, which i think would be useful to point as a common case:
how do i make sure my exported game has access to the gdextension for release builds?
as of now, my game i exported with a .so
or a .dll
accompanying the executable. when people download my game from Itch.io or another place where they tend to get the game in a .zip
file, they usually run the game without extracting it, and that has been causing a couple issues getting the game to work.
another issue is getting it to access the glibc provided by the OS. i've had a couple of linux build failing to recognize a package as the proper version required by the .so
, and the game fails to run.
i think this question would cover a common enough case for the FAQ.
from book.
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