mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
Added clarity and fixed typo
This commit is contained in:
@@ -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:
|
||||
|
||||
|
||||
Reference in New Issue
Block a user