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godot-ios-plugins

godot-ios-plugins

Open source MIT Objective-C++
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About godot-ios-plugins

Godot iOS plugins is a repository maintained by the Godot Engine team that provides official iOS plugin implementations for the Godot game engine. It allows developers to access native iOS functionality from Godot projects through plugins such as in-app purchases, Game Center, and other platform-specific services. The repository includes multiple branches to support both Godot 3.x and Godot 4.x using their respective iOS plugin systems. Plugins are only functional on iOS devices or the Xcode simulator, as their singletons are not available when running projects directly from the editor. To test plugin behavior, projects must be exported to iOS. The build process involves cloning the repository with its submodules, generating Godot headers by partially compiling the engine for the iphone or ios platform, and then running scons commands to produce .a static libraries or .xcframework bundles. Helper scripts are provided to automate generating fat static libraries and xcframeworks that support both arm64 device a

Platforms

Web Self-hosted iOS

Languages

Objective-C

Links

Godot iOS plugins

master branch is the current development branch and can introduce breaking changes to plugin's public interface. 3.3 branch's aim is to provide same public interface as it was before the switch to new iOS plugin system.

Note: iOS plugins are only effective on iOS (either on a physical device or in the Xcode simulator). Their singletons will not be available when running the project from the editor, so you need to export your project to test your changes.

Instructions

  • Clone this repository and its submodules:
git clone --recursive https://github.com/godotengine/godot-ios-plugins.git

You might have to the update godot submodule in case you require latest (unreleased) Godot changes. To do this, run:

cd godot
git fetch
git checkout origin/<branch you want to use>
  • Alternatively, you can use pre-extracted Godot headers that will be provided with release tag on the Releases page. To do this, clone this repository without submodules:
git clone https://github.com/godotengine/godot-ios-plugins.git

Then place the extracted Godot headers in the godot/ directory. If you choose this option, you can skip next the step which generates Godot headers.

  • To generate Godot headers, you need to run the compilation command inside the godot submodule directory:

For Godot 3.x:

scons platform=iphone target=debug

For Godot 4.x:

scons platform=ios target=debug

You don't have to wait for full engine compilation, as header files are generated first. Once the actual compilation starts, you can stop this command by pressing Ctrl + C.

  • Run the command below to generate an .a static library for chosen target:
scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.x|4.0>

Note: Godot's official debug export templates are compiled with the release_debug target, not the debug target.

Building a .a library

  • Run ./scripts/generate_static_library.sh <plugin_name> <debug|release|release_debug> <godot_version> to generate fat static library with specific configuration.
  • The result .a binary will be stored in the bin/ folder.

Building a .xcframework library

  • Run ./scripts/generate_xcframework.sh <plugin_name> <debug|release|release_debug> <godot_version> to generate xcframework with specific configuration. xcframework allows plugin to support both arm64 device and arm64 simulator.
  • The result .xcframework will be stored in the bin/ folder as well as intermidiate .a binaries.

Documentation

Each plugin provides a README.md file which contains documentation and examples.