From 0304ee65d0a83e216345c6cbf8a3fc591dc68e26 Mon Sep 17 00:00:00 2001 From: Nathan Lovato Date: Sun, 17 Jun 2018 08:28:40 +0900 Subject: [PATCH] Merge pull request #1522 from SuperWig/master Added clarity and a fixed typo --- tutorials/plugins/gdnative/gdnative-cpp-example.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/plugins/gdnative/gdnative-cpp-example.rst b/tutorials/plugins/gdnative/gdnative-cpp-example.rst index dc68577db..6119a14e1 100644 --- a/tutorials/plugins/gdnative/gdnative-cpp-example.rst +++ b/tutorials/plugins/gdnative/gdnative-cpp-example.rst @@ -209,7 +209,7 @@ And our module should compile. You should now be able to find your module in ``d Using your GDNative module -------------------------- -Before we jump back into Godot we need to create two more files. Both can now be created through the interface in Godot but I find it easier to just create them directly. +Before we jump back into Godot we need to create two more files in ``demo/bin/`` . Both can now be created through the interface in Godot but I find it easier to just create them directly. The first is a file that lets Godot know what dynamic libraries should be loaded for each platform and is called ``gdexample.gdnlib``. @@ -259,7 +259,7 @@ The second file we need to create is a file we need to create for each native_sc _sections_unfolded = [ "Resource" ] This is a standard Godot resource and you could just create that directly inside of your scene but having this as a resource file makes life a lot easier in (re)using your native_script. -The important bits here are that we're pointing to our gdnlib file so Godot knows which dynamic library contains our native_script, and the ``class_name`` which identifies the natice_script in our plugin we want to use. +The important bits here are that we're pointing to our gdnlib file so Godot knows which dynamic library contains our native_script, and the ``class_name`` which identifies the native_script in our plugin we want to use. Ok, we're all setup. Time to jump back into Godot. We load up the main scene we created way back in the beginning and now we add a Sprite to our scene: