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Godot iOS plugins

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.

Instructions

  • Clone this repository and its submodules:
git clone --recursive https://github.com/godotengine/godot-ios-plugins.git

You 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.git

Then 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 godot submodule directory:

For Godot 3.x:

scons platform=iphone target=debug

For Godot 4.x:

  1. After cloning this repository, go to godot submodule and switch to the tag of the engine version you are working with. For example, git checkout 4.4-stable.

  2. 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.h which you resolve by taking the changes from the cherry-picked commit for the conflicting section only.

  3. Install scons if it is not already installed (eg brew install scons).

  4. Build Godot for iOS target: scons platform=ios target=editor

  5. 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.

Extra info

  • Run the command below to generate an .a static 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.

Building a .a library

  • Run ./scripts/generate_static_library.sh <plugin_name> <debug|release|release_debug> <godot_version> to generate fat static library with specific configuration.
  • The result .a binary will be stored in the bin/ folder.

Building a .xcframework library

  • 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.
  • The result .xcframework will be stored in the bin/ folder as well as intermidiate .a binaries.

Adding plugins to a Godot project

More detailed instructions can be found in the official docs.

  1. Build both release and debug xcframeworks of the desired plugin.

  2. In your Godot project, create res://ios/plugin and copy there the <plugin name>.gdip (from the plugin source directory in this repository) and both *.xcframework files for the plugin (from the bin/ directory).

  3. 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.

C#

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.

Documentation

Each plugin provides a README.md file which contains documentation and examples.

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