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README.md

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# <img src="addon/icon.png" width="24"> Godot In-app Review Plugin
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Godot in-app review plugin provides access to in-app review functionality for Google Play Store on the Android platform and Apple App Store on the iOS platform through a unified GDScript interface.
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In-app Review Plugin provides access to in-app review functionality for Google Play Store on the Android platform and Apple App Store on the iOS platform through a unified GDScript interface.
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_This plugin has been moved under the umbrella of [Godot SDK Integrations](https://github.com/godot-sdk-integrations) organization in Github. Previously, the plugin was placed under three separate repositories: [Android](https://github.com/cengiz-pz/godot-android-inapp-review-plugin), [iOS](https://github.com/cengiz-pz/godot-ios-inapp-review-plugin), and [addon interface](https://github.com/cengiz-pz/godot-inapp-review-addon)._
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**Features:**
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- Enable in-app review for Google Play
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- Enable in-app review for App Store
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<br/>
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---
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## <img src="addon/icon.png" width="20"> Table of Contents
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- [Installation](#installation)
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- [Usage](#usage)
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- [Demo](#demo)
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- [Signals](#signals)
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- [Platform-Specific Notes](#platform-specific-notes)
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- [Links](#links)
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- [All Plugins](#all-plugins)
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- [Credits](#credits)
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- [Contributing](#contributing)
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---
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<a name="installation">
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## <img src="addon/icon.png" width="20"> Installation
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_Before installing this plugin, make sure to uninstall any previous versions of the same plugin._
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_If installing both Android and iOS versions of the plugin in the same project, then make sure that both versions use the same addon interface version._
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There are 2 ways to install this plugin into your project:
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- Through the Godot Editor's AssetLib
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- Manually by downloading archives from Github
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### <img src="addon/icon.png" width="18"> Installing via AssetLib
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Steps:
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- search for and select the `In-app Review` plugin in Godot Editor
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- click `Download` button
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- on the installation dialog...
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- keep `Change Install Folder` setting pointing to your project's root directory
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- keep `Ignore asset root` checkbox checked
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- click `Install` button
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- enable the plugin via the `Plugins` tab of `Project->Project Settings...` menu, in the Godot Editor
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#### <img src="addon/icon.png" width="16"> Installing both Android and iOS versions of the plugin in the same project
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When installing via AssetLib, the installer may display a warning that states "_[x number of]_ files conflict with your project and won't be installed." You can ignore this warning since both versions use the same addon code.
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### <img src="addon/icon.png" width="18"> Installing manually
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Steps:
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- download release archive from Github
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- unzip the release archive
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- copy to your Godot project's root directory
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- enable the plugin via the `Plugins` tab of `Project->Project Settings...` menu, in the Godot Editor
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**Uninstall previous versions** before installing.
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If using both Android & iOS, ensure **same addon interface version**.
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**Options:**
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1. **AssetLib**
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- Search for `In-app Review`
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- Click `Download` → `Install`
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- Install to project root, `Ignore asset root` checked
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- Enable via **Project → Project Settings → Plugins**
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- Ignore file conflict warnings when installing both versions
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2. **Manual**
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- Download release from GitHub
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- Unzip to project root
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- Enable via **Plugins** tab
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---
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<a name="usage">
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## <img src="addon/icon.png" width="20"> Usage
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Add an `InappReview` node to your scene and follow the following steps:
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- register listeners for the following signals emitted from the `InappReview` node
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- `review_info_generated`
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- `review_info_generation_failed`
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- `review_flow_launched`
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- `review_flow_launch_failed`
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- register listeners for the [all signals](#signals) emitted from the `InappReview` node
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- call the `generate_review_info()` method of the `InappReview` node
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- when the `review_info_generated` signal is received, call the `launch_review_flow()` of the `InappReview` node
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- Google Play Store API will display a dialog
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- Depending on platform Google Play or App Store API will display a review dialog
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- Dialog may not be displayed if the review flow was launched recently
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- normal app functionality can resume when `review_flow_launched` signal is received
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## <img src="addon/icon.png" width="20"> Demo
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The demo app's only purpose is to provide sample code. Since the demo app is not registered with the Google Play store, the Google Play in-app review dialog will not be displayed.
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---
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<br/><br/>
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<a name="demo">
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## <img src="addon/icon.png" width="20"> Demo
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The demo app's only purpose is to provide sample code. Since the demo app is not registered with the Google Play store or App Store, the in-app review dialog will not be displayed.
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---
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# <img src="addon/icon.png" width="24"> Android In-app Review Plugin
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<a name="signals">
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<p align="center">
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<img width="256" height="256" src="demo/assets/inappreview-android.png">
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</p>
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## <img src="addon/icon.png" width="20"> Signals
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- `review_info_generated`: Emitted when info generation succeeded.
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- `review_info_generation_failed`: Emitted when info generation failed.
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- `review_flow_launched`: Emitted when review flow launched.
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- `review_flow_launch_failed`: Emitted when review flow launch failed.
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## [Android-specific Documentation](android/README.md)
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## [AssetLib Entry](https://godotengine.org/asset-library/asset/2549)
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---
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<br/><br/>
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<a name="platform-specific-notes">
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---
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## <img src="addon/icon.png" width="20"> Platform-Specific Notes
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# <img src="addon/icon.png" width="24"> iOS In-app Review Plugin
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### Android
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- **Build:** [Create custom Android gradle build](https://docs.godotengine.org/en/stable/tutorials/export/android_gradle_build.html).
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- **Registration:** App must be registered with the Google Play.
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- **Troubleshooting:**
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- Logs: `adb logcat | grep 'godot'` (Linux), `adb.exe logcat | select-string "godot"` (Windows)
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- _No review dialog shown_: Check [Google Play quotas](https://developer.android.com/guide/playcore/in-app-review#quotas)
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<p align="center">
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<img width="256" height="256" src="demo/assets/inappreview-ios.png">
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</p>
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### iOS
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- **Registration:** App must be registered with the App Store.
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- **Troubleshooting:**
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- View XCode logs while running the game for troubleshooting.
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- See [Godot iOS Export Troubleshooting](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html#troubleshooting).
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## [iOS-specific Documentation](ios/README.md)
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## [AssetLib Entry](https://godotengine.org/asset-library/asset/2906)
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---
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<br/><br/>
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<a name="links">
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# <img src="addon/icon.png" width="20"> Links
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- [AssetLib Entry Android](https://godotengine.org/asset-library/asset/2549)
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- [AssetLib Entry iOS](https://godotengine.org/asset-library/asset/2906)
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---
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<a name="all-plugins">
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# <img src="addon/icon.png" width="24"> All Plugins
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| Plugin | Android | iOS |
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| :--- | :---: | :---: |
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| :---: | :--- | :--- |
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| [Notification Scheduler](https://github.com/godot-sdk-integrations/godot-notification-scheduler) |||
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| [Admob](https://github.com/godot-sdk-integrations/godot-admob) |||
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| [Deeplink](https://github.com/godot-sdk-integrations/godot-deeplink) |||
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| [Share](https://github.com/godot-sdk-integrations/godot-share) |||
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| [In-App Review](https://github.com/godot-sdk-integrations/godot-inapp-review) |||
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<br/><br/>
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<a name="credits">
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# <img src="addon/icon.png" width="24"> Credits
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Developed by [Cengiz](https://github.com/cengiz-pz)
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iOS part is based on [DrMoriarty](https://github.com/DrMoriarty)'s [Godot iOS Plugin Template](https://github.com/DrMoriarty/godot_ios_plugin_template)
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Original repository: [Godot In-app Review Plugin](godot-sdk-integrations/godot-inapp-review)
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---
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<a name="contributing">
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# <img src="addon/icon.png" width="24"> Contributing
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This section provides information on how to build the plugin for contributors.
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---
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## <img src="addon/icon.png" width="20"> iOS
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### Prerequisites
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- [Install SCons](https://scons.org/doc/production/HTML/scons-user/ch01s02.html)
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- [Install CocoaPods](https://guides.cocoapods.org/using/getting-started.html)
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---
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### Build
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- Run `./script/build.sh -A <godot version>` initially to run a full build
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- Run `./script/build.sh -cgA <godot version>` to clean, redownload Godot, and rebuild
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- Run `./script/build.sh -ca` to clean and build without redownloading Godot
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- 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
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- Run `./script/build.sh -h` for more information on the build script
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___
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## <img src="addon/icon.png" width="20"> Install Script
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- Run `./script/install.sh -t <target directory> -z <path to zip file>` install plugin to a Godot project.
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- Example `./script/install.sh -t demo -z build/release/DeeplinkPlugin-v4.0.zip` to install to demo app.
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___
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## <img src="addon/icon.png" width="20"> Libraries
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Library archives will be created in the `build/release` directory.
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---
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## <img src="addon/icon.png" width="20"> Android
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### Build
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**Options:**
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1. Use [Android Studio](https://developer.android.com/studio) to build via **Build->Assemble Project** menu
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- Switch **Active Build Variant** to **release** and repeat
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- Run **packageDistribution** task to create release archive
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2. Use project-root-level **build.sh** script
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- `./script/build.sh -ca` - clean existing build, do a debug build for Android
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- `./script/build.sh -carz` - clean existing build, do a release build for Android, and create archive

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