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GDExtension docs
Renames from GDNative to GDExtension Add Pictures/Gifs and clarified compatability Remove GDNative language bindings from GDExtension docs Update SConstruct and AddingProperties section updated with suggestions Added property hint example + updated to API naming changes Fixed redirect.csv
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@@ -135,19 +135,19 @@ From your script::
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print(singleton.myPluginFunction("World"))
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Bundling GDNative resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Bundling GDExtension resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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An Android plugin can define and provide C/C++ GDNative resources, either to provide and/or access functionality from the game logic.
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The GDNative resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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An Android plugin can define and provide C/C++ GDExtension resources, either to provide and/or access functionality from the game logic.
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The GDExtension resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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- The shared libraries (``.so``) for the defined GDExtension libraries will be automatically bundled by the ``aar`` build system.
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- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
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The recommended path for these resources relative to the ``assets`` directory should be: ``godot/plugin/v1/[PluginName]/``.
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For GDNative libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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and return the paths to the bundled GDNative libraries config files (``*.gdnlib``). The paths must be relative to the ``assets`` directory.
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At runtime, the plugin will provide these paths to Godot core which will use them to load and initialize the bundled GDNative libraries.
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For GDExtension libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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and return the paths to the bundled GDExtension libraries config files (``*.gdextension``). The paths must be relative to the ``assets`` directory.
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At runtime, the plugin will provide these paths to Godot core which will use them to load and initialize the bundled GDExtension libraries.
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Reference implementations
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^^^^^^^^^^^^^^^^^^^^^^^^^
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