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Description
I am trying to learn how to create iOS plugin for Godot engine. I just created simple iOS plugin which stores some key value data in UserDefaults and retrieve it. Here are the steps which i followed
- Download Godot source code from master branch
brew install sconscdto Godot source code directory in terminal and ran scons platform=ios target=template_release -j4- Open xcode and selected static library for iOS
- Go to the downloaded godot-repo, navigate to
platform / iOSfolder and add this path toBuild settings => Header Search Pathsin Xcode - Add the required code to my
objective-cfile & selected my iOS simulator and ran Command + B for the library to be build which is successfull - Create my Godot poject in Godot editor and created a bin folder
- Found the
libmystatticlib.afrom my iOS project and copy pasted it to the bin folder of my iOS project - Create a folder called iOS and inside that a plugins folder. In pulgins folder created
.gdipfile and copied the code from docs and refactored it according to my needs - In Godot, click project => Export => Add iOS => Click Fix Import Error => Added bundle identifier & App Store team id
- Created a button in Godot
tscnand added pressed listener togdscriptfile - On button pressed code , added the followed code
var bridge = load("res://ios/plugins/MyStaticlib.gdip").new()
bridge._save_value("Hello", "keyhello")
When i try to export my godot project for iOS i keep getting error saying Invalid plugin config file MyStaticlib.gdip
Which step am i doing wrong. Please help
Here is the sample ios plugin repo
Here is the sample godot projectn repo
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