Note
iOS plugins are not editor plugins.
master branch is the current development branch and can introduce breaking changes to plugin's public interface.
3.3 branch's aim is to provide same public interface as it was before the switch to new iOS plugin system.
Note: iOS plugins are only effective on iOS (either on a physical device or in the Xcode simulator). Their singletons will not be available when running the project from the editor, so you need to export your project to test your changes.
- Clone this repository and its submodules:
git clone --recursive https://github.com/godotengine/godot-ios-plugins.gitYou might have to the update godot submodule in case you require latest (unreleased) Godot changes. To do this, run:
cd godot
git fetch
git checkout origin/<branch you want to use>- Alternatively, you can use pre-extracted Godot headers that will be provided with release tag on the Releases page. To do this, clone this repository without submodules:
git clone https://github.com/godotengine/godot-ios-plugins.gitThen place the extracted Godot headers in the godot/ directory.
If you choose this option, you can skip next the step which generates Godot headers.
- To generate Godot headers, you need to run the compilation command inside the
godotsubmodule directory:
scons platform=iphone target=debug-
After cloning this repository, go to
godotsubmodule and switch to the tag of the engine version you are working with. For example,git checkout 4.4-stable. -
If the version is lower than 4.4, you will need to cherry-pick the commit from here. Depending on the version, it might cause a conflict in the file
drivers/vulkan/rendering_context_driver_vulkan.hwhich you resolve by taking the changes from the cherry-picked commit for the conflicting section only. -
Install
sconsif it is not already installed (egbrew install scons). -
Build Godot for iOS target:
scons platform=ios target=editor -
Run the plugin creation script. This step needs to be repeated for each of the plugins you want to use. Go to the root of this repository then run
./scripts/generate_xcframework.sh <plugin_name> <debug|release|release_debug> 4.0. The result will be an xcframework in bin directory.
- Run the command below to generate an
.astatic library for chosen target:
scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.x|4.0>Note: Godot's official debug export templates are compiled with the release_debug target, not the debug target.
- Run
./scripts/generate_static_library.sh <plugin_name> <debug|release|release_debug> <godot_version>to generatefatstatic library with specific configuration. - The result
.abinary will be stored in thebin/folder.
- Run
./scripts/generate_xcframework.sh <plugin_name> <debug|release|release_debug> <godot_version>to generatexcframeworkwith specific configuration.xcframeworkallows plugin to support botharm64device andarm64simulator. - The result
.xcframeworkwill be stored in thebin/folder as well as intermidiate.abinaries.
More detailed instructions can be found in the official docs.
-
Build both release and debug xcframeworks of the desired plugin.
-
In your Godot project, create
res://ios/pluginand copy there the<plugin name>.gdip(from the plugin source directory in this repository) and both*.xcframeworkfiles for the plugin (from thebin/directory). -
Go to Project > Export and select the iOS export preset (or create one if it doesn't exist already). In the Options tab, scroll to Plugins and enable the plugin.
It is possible to verify that the plugin's singleton is loaded using Engine.HasSingleton("InAppStore") and get access to it with Engine.GetSingleton("InAppStore").
The return type is always GodotObject. The methods which the plugin expose can be called indirectly with Variant Call(StringName method, params Variant[] @args) metod of GodotObject.
Each plugin provides a README.md file which contains documentation and examples.