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Remove documentation specific to 3.2.4 (now 3.3, in its own branch)
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@@ -370,7 +370,6 @@ Import
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- WAV with optional IMA-ADPCM compression.
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- Ogg Vorbis.
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- MP3 (only in Godot 3.2.4 and later).
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- *3D scenes:*
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@@ -5,11 +5,6 @@ Troubleshooting
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This page lists common issues encountered when using Godot and possible solutions.
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.. seealso::
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See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
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of the Godot editor.
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Everything I do in the editor or project manager appears delayed by one frame.
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------------------------------------------------------------------------------
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@@ -6,7 +6,6 @@ Editor manual
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:maxdepth: 1
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:name: toc-learn-editor
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using_the_web_editor
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command_line_tutorial
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external_editor
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default_key_mapping
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@@ -1,121 +0,0 @@
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.. _doc_using_the_web_editor:
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Using the Web editor
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====================
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Since Godot 3.2.4, there is a `Web editor <https://editor.godotengine.org/>`__
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you can use to work on new or existing projects.
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.. note::
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The web editor is in a preliminary stage. While its feature set may be
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sufficient for educational purposes, it is currently **not recommended for
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production work**. See :ref:`doc_using_the_web_editor_limitations` below.
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Browser support
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---------------
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The Web editor requires support for WebAssembly's SharedArrayBuffer. This
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is in turn required to support threading in the browser. The following desktop
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browsers support WebAssembly threading and can therefore run the web editor:
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- Chrome 68 or later
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- Firefox 79 or later
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- Edge 79 or later
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Opera and Safari are not supported yet. Safari may work in the future once
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proper threading support is added.
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**Mobile browsers are currently not supported.**
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The web editor supports both the GLES3 and GLES2 renderers, although GLES2 is
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recommended for better performance and compatibility with old/low-end hardware.
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.. note::
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If you use Linux, due to
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`poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
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it's recommended to use a Chromium-based browser instead of Firefox.
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.. _doc_using_the_web_editor_limitations:
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Limitations
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-----------
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Due to limitations on the Godot or Web platform side, the following features
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are currently missing:
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- No C#/Mono support.
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- No GDNative support.
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- No project exporting. As a workaround, you can download the project source
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using **Project > Tools > Download Project Source** and export it using a
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`native version of the Godot editor <https://godotengine.org/download>`__.
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- The editor won't warn you when closing the tab with unsaved changes.
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- No lightmap baking support. You can still use existing lightmaps if they were
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baked with a native version of the Godot editor
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(e.g. by importing an existing project).
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The following features are unlikely to be supported due to inherent limitations
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of the Web platform:
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- No support for external script editors.
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- No support for Android one-click deploy.
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.. seealso::
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See the
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`list of open issues on GitHub related to the web editor <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs.
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Importing a project
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-------------------
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To import an existing project, the current process is as follows:
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- Specify a ZIP file to preload on the HTML5 filesystem using the
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**Preload project ZIP** input.
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- Run the editor by clicking **Start Godot editor**.
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The Godot project manager should appear after 10-20 seconds.
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On slower machines or connections, loading may take up to a minute.
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- In the dialog that appears at the middle of the window, specify a name for
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the folder to create then click the **Create Folder** button
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(it doesn't have to match the ZIP archive's name).
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- Click **Install & Edit** and the project will open in the editor.
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.. attention::
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It's important to place the project folder somewhere in ``/home/web_user/``.
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If your project folder is placed outside ``/home/web_user/``, you will
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lose your project when closing the editor!
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When you follow the steps described above, the project folder will always be
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located in ``/home/web_user/projects``, keeping it safe.
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Editing and running a project
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-----------------------------
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Unlike the native version of Godot, the web editor is constrained to a single
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window. Therefore, it cannot open a new window when running the project.
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Instead, when you run the project by clicking the Run button or pressing
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:kbd:`F5`, it will appear to "replace" the editor window.
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The web editor offers an alternative way to deal with the editor and game
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windows (which are now "tabs"). You can switch between the **Editor** and
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**Game** tabs using the buttons on the top. You can also close the running game
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or editor by clicking the **×** button next to those tabs.
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Where are my project files?
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---------------------------
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Due to browser security limitations, the editor will save the project files to
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the browser's IndexedDB storage. This storage isn't accessible as a regular folder
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on your machine, but is abstracted away in a database.
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You can download the project files as a ZIP archive by using
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**Project > Tools > Download Project Source**. This can be used to export the
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project using a `native Godot editor <https://godotengine.org/download>`__,
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since exporting from the web editor isn't supported yet.
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In the future, it may be possible to use the
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`HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__
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to store the project files on the user's filesystem as the native editor would do.
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However, this isn't implemented yet.
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@@ -45,7 +45,7 @@ Install the latest stable version of
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`.NET Core SDK <https://dotnet.microsoft.com/download/dotnet-core>`__
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(3.1 as of writing).
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As of Godot 3.2.3, installing Mono SDK is not a requirement anymore,
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From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
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except it is required if you are building the engine from source.
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Godot bundles the parts of Mono needed to run already compiled games,
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@@ -254,9 +254,8 @@ take a look over the official
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can use any custom properties or methods without this limitation.
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As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
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(Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
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supported yet is UWP.
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Exporting Mono projects is supported for desktop platforms (Linux, Windows and
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macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.
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Performance of C# in Godot
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--------------------------
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@@ -6,8 +6,7 @@ Importing audio samples
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Supported files
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---------------
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Godot provides three options to import your audio data: WAV, Ogg Vorbis
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and MP3.
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Godot provides two options to import your audio data: WAV and Ogg Vorbis.
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Each has different advantages.
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@@ -17,17 +16,10 @@ Each has different advantages.
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* Ogg Vorbis files use a stronger compression that results in much
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smaller file size, but require significantly more processing power to
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play back.
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* MP3 files use better compression than WAV with IMA-ADPCM, but worse than
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Ogg Vorbis. This means that a MP3 file with roughly equal quality to
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Ogg Vorbis will be significantly larger. On the bright side, MP3 requires
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less CPU usage to play back compared to Ogg Vorbis. This makes MP3 useful
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for mobile and HTML5 projects where CPU resources are limited, especially
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when playing multiple compressed sounds at the same time (such as long
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ambient sounds).
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.. note::
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MP3 support is only available in Godot 3.2.4 and later.
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MP3 support is available in Godot 3.3 and later.
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Here is a comparative chart.
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@@ -40,8 +32,6 @@ Here is a comparative chart.
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+-----------------------------+-------------------+
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| WAV 16-bit, IMA-ADPCM, mono | 22 KB |
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+-----------------------------+-------------------+
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| MP3 192 Kb/s, stereo | 24 KB |
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+-----------------------------+-------------------+
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| Ogg Vorbis 128 Kb/s, stereo | 16 KB |
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+-----------------------------+-------------------+
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| Ogg Vorbis 96 Kb/s, stereo | 12 KB |
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@@ -3,13 +3,6 @@
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Exporting for Android
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=====================
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.. seealso::
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If you are using Godot 3.2.4 beta/RC, note that
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**the Android export process has changed**. Read an
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`updated version of this page <https://github.com/m4gr3d/godot-docs/blob/02cfb669f6b4ee77f0cb3e13b4d41054cc020673/getting_started/workflow/export/exporting_for_android.rst>`__
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instead of the page you're currently on.
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Exporting for Android has fewer requirements than compiling Godot for it.
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The following steps detail what is needed to setup the SDK and the engine.
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@@ -31,7 +31,7 @@ prepass* and is enabled by default in Godot when using the GLES3 renderer.
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However, unneeded objects are still reducing performance.
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One way we can potentially reduce the amount to be rendered is to take advantage
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of occlusion. As of Godot 3.2.2, there is no built in support for occlusion in
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of occlusion. As of Godot 3.2.3, there is no built in support for occlusion in
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Godot. However, with careful design you can still get many of the advantages.
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For instance, in our city street scenario, you may be able to work out in advance
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@@ -59,7 +59,7 @@ The instructions below assumes that you're using Android Studio.
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- Download the Godot engine library (``godot-lib.<version>.<status>.aar``) from the `Godot download page <https://godotengine.org/download>`_ (e.g: ``godot-lib.3.2.2.stable.aar``).
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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the Godot engine library as a dependency for your plugin.
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- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
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@@ -82,7 +82,7 @@ The instructions below assumes that you're using Android Studio.
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Where ``PluginName`` is the name of the plugin, and ``plugin.init.ClassFullName`` is the full name (package + class name) of the plugin loading class.
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5. Add the remaining logic for your plugin and run the ``gradlew build`` command to generate the plugin's ``aar`` file.
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The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
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The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
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Depending on your need, pick only one version (usually the ``release`` one) which to provide your users with.
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It's recommended that the ``aar`` filename matches the following pattern: ``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in PascalCase (e.g.: ``GodotPayment.release.aar``).
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@@ -90,39 +90,39 @@ The instructions below assumes that you're using Android Studio.
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6. Create a Godot Android Plugin configuration file to help the system detect and load your plugin:
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- The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``).
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- The configuration file format is as follow::
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[config]
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name="MyPlugin"
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binary_type="local"
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binary="MyPlugin.aar"
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[dependencies]
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local=["local_dep1.aar", "local_dep2.aar"]
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remote=["example.plugin.android:remote-dep1:0.0.1", "example.plugin.android:remote-dep2:0.0.1"]
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custom_maven_repos=["http://repo.mycompany.com/maven2"]
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The ``config`` section and fields are required and defined as follow:
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- **name**: name of the plugin
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- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field
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- **binary**:
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- if **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
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- The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's relative to the ``res://android/plugins`` directory.
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- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
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- if **binary_type** is ``remote``, then this should be a declaration for a `remote gradle binary <https://developer.android.com/studio/build/dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-plugin:0.0.0``).
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The ``dependencies`` section and fields are optional and defined as follow:
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- **local**: contains a list of filepaths to the local ``.aar`` binary files the plugin depends on. Similarly to the ``binary`` field (when the ``binary_type`` is ``local``), the local binaries' filepaths can be relative or absolute.
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- **remote**: contains a list of remote binary gradle dependencies for the plugin.
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Reference in New Issue
Block a user