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Add Godot iOS Plugin System #41269
Add Godot iOS Plugin System #41269
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@akien-mga @m4gr3d can you review? |
Running |
@naithar yes I will do it with last commit. |
Looks like a solid piece of work, but... Actually, I do not see any problem to implement any third-party integrations using gdnative c++ API. It is possible since godotengine/godot-cpp#353. I've already use Appsflyer, Facebook, Firebase, Onesignal, Zendesk. Is this really needed? Andoid modules look like a legacy as well, so |
Well, GDNative doesn't give access to |
Addons can use Method Swizzling to overwrite AppDelegate methods. When you write a plugin using ObjectiveCPP there is no single point in iOS you couldn't access (I didn't meet any developing those addons). We just need better tutorials and examples with gdnative and ios. |
This #41230 allows plugin to directly use Godot's iOS platform code. And some wrappers could be done for this PR. |
I have added custom variable types for type check and tomorrow I will add |
End of the development. |
Why was this abruptly closed? It doesn't seem like the issue was settled, and this functionality would be useful for 3.2 users? |
Mobile developers need to be 3rd-party libraries for improve their apps. Some of them are ads libraries, Facebook integration, game services etc. With this integration Android and iOS apps can be same.
At Godot, we can only create plugin for Android after 3.2.x, now with this proposal we can create plugin for iPhone and our games will run same features.
This is a draft PR. I will add signal feature.
Related with this proposal