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1 | 1 | # Godot iOS plugins |
2 | 2 |
|
3 | | -`master` branch is current development branch and can introduce breaking changes to plugin's public interface. |
4 | | -`3.3` branch aim is to provide same public interface as it was before switch to new iOS plugin system. |
| 3 | +[`master` branch](https://github.com/godotengine/godot-ios-plugins/tree/master) is the current development branch and can introduce breaking changes to plugin's public interface. |
| 4 | +[`3.3` branch](https://github.com/godotengine/godot-ios-plugins/tree/3.3)'s aim is to provide same public interface as it was before the switch to new iOS plugin system. |
| 5 | + |
| 6 | +**Note:** iOS plugins are only effective on iOS (either on a physical device or |
| 7 | +in the Xcode simulator). Their singletons will *not* be available when running |
| 8 | +the project from the editor, so you need to export your project to test your changes. |
5 | 9 |
|
6 | 10 | ## Instructions |
7 | 11 |
|
8 | | -* Clone this repository and it's submodules: |
9 | | - ``` |
10 | | - git clone --recurse-submodules https://github.com/godotengine/godot-ios-plugins |
11 | | - ``` |
12 | | - You might require to update `godot` submodule in case you require latest (unreleased) Godot changes. To do this run: |
13 | | - ``` |
14 | | - cd godot |
15 | | - git fetch |
16 | | - git checkout origin/<branch you want to use> |
17 | | - ``` |
18 | | - |
19 | | -* Alternatively you can use pre-extracted Godot headers that will be provided with release tag at [Releases page](https://github.com/godotengine/godot-ios-plugins/releases). |
20 | | - To do this clone this repo without submodules: |
21 | | - ``` |
22 | | - git clone https://github.com/godotengine/godot-ios-plugins |
23 | | - ``` |
24 | | - Then place extracted Godot headers in `godot` directory. |
25 | | - If you choose this option you can skip next step to genarate of Godot headers. |
26 | | - |
27 | | -* To generate Godot headers you need to run compilation command inside `godot` submodule directory. |
28 | | - Example: |
29 | | - ``` |
30 | | - scons platform=iphone target=debug |
31 | | - ``` |
32 | | - You don't have to wait for full engine compilation as header files are generated first, so once an actual compilation starts you can stop this command. |
33 | | - |
34 | | -* Running |
35 | | - ``` |
36 | | - scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.x|4.0> |
37 | | - ``` |
38 | | - will generate `.a` static library for chosen target. |
39 | | - Do note, that Godot's default `debug` export template is compiled with `release_debug` target. |
| 12 | +- Clone this repository and its submodules: |
40 | 13 |
|
41 | | -## Building a `.a` library |
| 14 | +```bash |
| 15 | +git clone --recursive https://github.com/godotengine/godot-ios-plugins.git |
| 16 | +``` |
42 | 17 |
|
43 | | -* Run `./scripts/generate_static_library.sh <plugin_name> <debug|release|release_debug> <godot_version>` to generate `fat` static library with specific configuration. |
| 18 | +You might have to the update `godot` submodule in case you require latest (unreleased) Godot changes. To do this, run: |
44 | 19 |
|
45 | | -* The result `.a` binary will be stored in `bin` folder. |
| 20 | +```bash |
| 21 | +cd godot |
| 22 | +git fetch |
| 23 | +git checkout origin/<branch you want to use> |
| 24 | +``` |
46 | 25 |
|
47 | | -## Building a `.xcframework` library |
| 26 | +- Alternatively, you can use pre-extracted Godot headers that will be provided |
| 27 | + with release tag on the [Releases page](https://github.com/godotengine/godot-ios-plugins/releases). |
| 28 | + To do this, clone this repository without submodules: |
| 29 | + |
| 30 | +```bash |
| 31 | +git clone https://github.com/godotengine/godot-ios-plugins.git |
| 32 | +``` |
| 33 | + |
| 34 | +Then place the extracted Godot headers in the `godot/` directory. |
| 35 | +If you choose this option, you can skip next the step which generates Godot headers. |
| 36 | + |
| 37 | +- To generate Godot headers, you need to run the compilation command inside the `godot` submodule directory: |
| 38 | + |
| 39 | +```bash |
| 40 | +scons platform=iphone target=debug |
| 41 | +``` |
| 42 | + |
| 43 | +You don't have to wait for full engine compilation, as header files are generated first. |
| 44 | +Once the actual compilation starts, you can stop this command by pressing <kbd>Ctrl + C</kbd>. |
48 | 45 |
|
49 | | -* Run `./scripts/generate_xcframework.sh <plugin_name> <debug|release|release_debug> <godot_version>` to generate `xcframework` with specific configuration. `xcframework` allows plugin to support both `arm64` device and `arm64` simulator. |
| 46 | +- Run the command below to generate an `.a` static library for chosen target: |
| 47 | + |
| 48 | +```bash |
| 49 | +scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.x|4.0> |
| 50 | +``` |
| 51 | + |
| 52 | +**Note:** Godot's official `debug` export templates are compiled with the `release_debug` target, *not* the `debug` target. |
| 53 | + |
| 54 | +## Building a `.a` library |
| 55 | + |
| 56 | +- Run `./scripts/generate_static_library.sh <plugin_name> <debug|release|release_debug> <godot_version>` |
| 57 | + to generate `fat` static library with specific configuration. |
| 58 | +- The result `.a` binary will be stored in the `bin/` folder. |
| 59 | + |
| 60 | +## Building a `.xcframework` library |
50 | 61 |
|
51 | | -* The result `.xcframework` will be stored in `bin` folder as well as intermidiate `.a` binaries. |
| 62 | +- Run `./scripts/generate_xcframework.sh <plugin_name> <debug|release|release_debug> <godot_version>` |
| 63 | + to generate `xcframework` with specific configuration. |
| 64 | + `xcframework` allows plugin to support both `arm64` device and `arm64` simulator. |
| 65 | +- The result `.xcframework` will be stored in the `bin/` folder as well as intermidiate `.a` binaries. |
52 | 66 |
|
53 | 67 | ## Documentation |
54 | 68 |
|
55 | | -Each plugin provides a `README.md` file which contains a documentation and examples. |
| 69 | +Each plugin provides a `README.md` file which contains documentation and examples. |
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