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Android plugin: Fix link to new IAP plugin
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@@ -32,7 +32,7 @@ and capabilities that don't belong to the core feature set of a game engine:
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Android plugin
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--------------
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While introduced in Godot 3.2.0, the Android plugin system got a significant architecture update starting with Godot 3.2.2.
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While introduced in Godot 3.2, the Android plugin system got a significant architecture update starting with Godot 3.2.2.
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The new plugin system is backward-incompatible with the previous one and in Godot 4.0, the previous system was fully deprecated and removed.
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Since we previously did not version the Android plugin systems, the new one is now labelled ``v1`` and is the starting point for the modern Godot Android ecosystem.
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@@ -45,8 +45,8 @@ with the following caveats:
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- The library must include a specifically configured ``<meta-data>`` tag in its manifest file.
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Building a Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^
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Building an Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ is strongly recommended as the IDE to use to create Android plugins.
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The instructions below assumes that you're using Android Studio.
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@@ -129,8 +129,8 @@ The instructions below assumes that you're using Android Studio.
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Loading and using a Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Loading and using an Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Move the plugin configuration file (e.g: ``MyPlugin.gdap``) and, if any, its local binary (e.g: ``MyPlugin.aar``) and dependencies to the Godot project's ``res://android/plugins`` directory.
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@@ -148,7 +148,8 @@ From your script::
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Bundling GDNative resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A 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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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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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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@@ -162,11 +163,12 @@ At runtime, the plugin will provide these paths to Godot core which will use the
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Reference implementations
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^^^^^^^^^^^^^^^^^^^^^^^^^
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- `Godot Oculus Mobile plugin <https://github.com/GodotVR/godot_oculus_mobile>`_
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- `Bundled gdnative resources <https://github.com/GodotVR/godot_oculus_mobile/tree/master/plugin/src/main/assets/addons/godot_ovrmobile>`_
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- `Godot Payment plugin <https://github.com/godotengine/godot/tree/master/platform/android/java/plugins/godotpayment>`_
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- `Godot Google Play Billing plugin <https://github.com/godotengine/godot-google-play-billing>`_
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Troubleshooting
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