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godot_ios_plugin's Introduction

Godot iOS Plugin template

This repo contains a starter Xcode and SCons configuration to build Godot plugin for iOS. Xcode project and Scons configuration allows to build static .a library, that could be used with .gdip file as Godot's plugin to include platform functionality into exported application.

Initial setup

Getting Godot engine headers

To build iOS plugin library it's required to have Godot's header files including generated ones. So running scons platform=iphone target=<release|debug|release_debug> in godot submodule folder is required.

Working with Xcode

Building project should be enough to build a .a library that could be used with .gdip file.

Working with SCons

Running scons platform=ios arch=<arch> target=<release|debug|release_debug> target_name=<library_name> version=<3.2|4.0> would result in plugin library for specific platform. Compiling for multiple archs and using lipo -create .. -output .. might be required for release builds.

godot_ios_plugin's People

Contributors

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Stargazers

Zadok avatar  avatar Brian Maher avatar Yodahe Alemu avatar di avatar Andrew Chijioke avatar Anders Hedborg avatar Beebzta avatar min avatar Zakaria Guenna avatar Kevin avatar Akio Yamazaki avatar Aarush Bothra avatar Hamdy BENSALAH avatar Artur Bikmullin avatar  avatar Vinicius Guerrero avatar  avatar  avatar denny avatar Marian Petrov avatar Ilia Bardinov avatar

Watchers

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godot_ios_plugin's Issues

Can't run exported project

Hi, I'm trying to use this starter kit in order to create an iOS plugin, but I can't run the final exported project.

These are the steps I'm following:

  • Download the starter kit
  • Copy Godot source (3.3.2) in /godot folder
  • Run scons platform=iphone target=release in /godot folder
  • Run XCode project to generate the library file libgodot_plugin.a
  • Move .a file and .gdip file to Godot’s root project /plugins/ios
  • Export project (with Plugin Example enabled) - Godot detects it as it doesn’t show any errors
  • Open exported project in XCode, try to run it in a real device

I have two errors when try to run the project:

Building for iOS, but the linked library 'plugin.a' was built for iOS Simulator. (in target 'IosPlugin' from project 'IosPlugin')

The linked library 'IosPlugin.a' is missing one or more architectures required by this target: armv7. (in target 'IosPlugin' from project 'IosPlugin'

Thanks in advance.

issue building on xcode 14

Hi!
trying to build a plugin will generate a bunch of errors -
"could not build module 'Darwin'" /
"could not build module 'coreFoundation'"

anyone can help with that?

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