Deeplink plugin provides a unified GDScript interface for processing of App Links on the Android platform and Universal Links on the iOS platform in order to enable direct navigation to specific app content.
Features:
- Enable web links to directly access app content.
- Provide support for custom schemes.
- Check if a domain is associated with app.
- Forward users to related app settings on platform.
Uninstall previous versions before installing. If using both Android & iOS, ensure same addon interface version.
Options:
- AssetLib
- Search for
Deeplink
- Click
Download
→Install
- Install to project root,
Ignore asset root
checked - Enable via Project → Project Settings → Plugins
- Ignore file conflict warnings when installing both versions
- Search for
- Manual
- Download release from GitHub
- Unzip to project root
- Enable via Plugins tab
-
Add
Deeplink
nodes to your scene per URL association and follow the following steps:- set the required field on each
Deeplink
nodescheme
host
path prefix
- note that
scheme
,host
, andpath prefix
must all match for a URI to be processed by the app- leave
path prefix
empty to process all paths inhost
- leave
- set the required field on each
-
register a listener for the
deeplink_received
signal- process
url
,scheme
,host
, andpath
data from the signal
- process
-
invoke the
initialize()
method at startup -
alternatively, use the following methods to get most recent deeplink data:
get_link_url()
-> full URL for the deeplinkget_link_scheme()
-> scheme for the deeplink (ie. 'https')get_link_host()
-> host for the deeplink (ie. 'www.example.com')get_link_path()
-> path for the deeplink (the part that comes after host)
-
additional methods:
is_domain_associated(a_domain: String)
-> returns true if your application is correctly associated with the given domain on the tested devicenavigate_to_open_by_default_settings()
-> navigates to the Android OS'Open by Default
settings screen for your application
deeplink_received(url: DeeplinkUrl)
: Emitted when app content is requested via deeplink.
Three options:
- Add
Deeplink
node to main scene - Open scene with
Deeplink
nodes in the editor before export - Use file-based export
- File-based Export Configuration
In order to enable file-based export configuration, an
export.cfg
file should be placed in theaddons/DeeplinkPlugin
directory. Theexport.cfg
configuration file may contain multiple deeplink configurations. Thescheme
andhost
properties are mandatory for each deeplink configuration.
The following is a sample export.cfg
file:
[Deeplink1]
scheme = "https"
host = "www.example.com"
[Deeplink2]
scheme = "https"
host = "www.example2.com"
Example export.cfg
file with Android-specific properties:
[Deeplink3]
label = "deeplink1"
is_auto_verify = true
is_default = true
is_browsable = true
scheme = "https"
host = "www.example.com"
path_prefix = "/my_data"
- Node-based Export Configuration
If
export.cfg
file is not found or file-based configuration fails, then the plugin will attempt to load node-based configuration.
During iOS export, the plugin searches for Deeplink
nodes in the scene that is open in the Godot Editor. If none found, then the plugin searches for Deeplink
nodes in the project's main scene. Therefore;
- Make sure that the scene that contains the
Deeplink
node(s) is selected in the Godot Editor when building and exporting for Android, or - Make sure that your Godot project's main scene contains an
Deeplink
node(s).
- Build: Create custom Android gradle build.
- Domain Association: Associate Godot app with a domain.
- Testing:
- Use
adb shell
as follows:
$> adb shell am start -a android.intent.action.VIEW -c android.intent.category.BROWSABLE -d "https://www.example.com/mydata/path"
- Use
- Troubleshooting:
- Logs:
adb logcat | grep 'godot'
(Linux),adb.exe logcat | select-string "godot"
(Windows)
- Logs:
- Domain Association: Associate Godot app with a domain.
- Troubleshooting:
- View XCode logs while running the game for troubleshooting.
- See Godot iOS Export Troubleshooting.
Plugin | Android | iOS |
---|---|---|
Notification Scheduler | ✅ | ✅ |
Admob | ✅ | ✅ |
Deeplink | ✅ | ✅ |
Share | ✅ | ✅ |
In-App Review | ✅ | ✅ |
Developed by Cengiz
iOS part is based on: Godot iOS Plugin Template
Original repository: Godot Deeplink Plugin
This section provides information on how to build the plugin for contributors.
- Run
./script/build.sh -A <godot version>
initially to run a full build - Run
./script/build.sh -cgA <godot version>
to clean, redownload Godot, and rebuild - Run
./script/build.sh -ca
to clean and build without redownloading Godot - Run
./script/build.sh -cb -z4.0
to clean and build plugin without redownloading Godot and package in a zip archive as version 4.0 - Run
./script/build.sh -h
for more information on the build script
- Run
./script/install.sh -t <target directory> -z <path to zip file>
install plugin to a Godot project. - Example
./script/install.sh -t demo -z build/release/DeeplinkPlugin-v4.0.zip
to install to demo app.
Library archives will be created in the build/release
directory.
Options:
- Use Android Studio to build via Build->Assemble Project menu
- Switch Active Build Variant to release and repeat
- Run packageDistribution task to create release archive
- Use project-root-level build.sh script
./script/build.sh -ca
- clean existing build, do a debug build for Android./script/build.sh -carz
- clean existing build, do a release build for Android, and create archive