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Remove documentation specific to 3.2.4 (now 3.3, in its own branch)
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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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