Update README.md to reflect new build sources.
GDNative WebRTC plugin for Godot
Getting Started
| Download latest binary version | GitHub |
|---|
Compiling
Clone this repository with the following command to checkout both godot-cpp and godot-headers dependencies.
$ git clone --recurse-submodules https://github.com/godotengine/webrtc-native.git
Note that if you wish to use a specific branch, add the -b option to the clone command:
$ git clone --recurse-submodules -b 3.2 https://github.com/godotengine/webrtc-native.git
If you already checked out the branch use the following commands to update the dependencies:
$ git submodule update --init --recursive
Right now our directory structure should look like this:
webrtc-native/
├─bin/
├─godot-cpp/
| └─godot-headers/
├─src/
└─webrtc/
Compiling the cpp bindings library
First, we need to compile our cpp bindings library:
$ cd godot-cpp
$ scons platform=<your platform> generate_bindings=yes
$ cd ..
Replace
<your platform>with eitherwindows,linuxorosx.
Include
use_llvm=yesfor using clang++
Include
target=runtimeto build a runtime build (windows only at the moment)
Include
target=releaseortarget=debugfor release or debug build.
The resulting library will be created in
godot-cpp/bin/, take note of its name as it will be different depending on platform.
Building WebRTC
Building WebRTC is quite a complex task, involves huge downloads and long build times, and produces multiple output libraries that needs to bundled together.
To make things easier, a set of GitHub Actions are used to generate the library for this plugin, available in this repository.
Alternatively, download the latest pre-compiled libraries.
Extract content of include into webrtc/include and content of bin into webrtc/<your platform>
Compiling the plugin.
$ scons platform=<your platform> target=<your target>
The generated library and associated tres will be placed in bin/webrtc/ or bin/webrtc_debug/ according to the desired target. You simply need to copy that folder to the root folder of your project.