I’m fairly new to Godot and currently using version 4.3. I’m trying to create a custom module to integrate some iOS functionality that isn’t natively accessible in Godot. To get started, I followed the Summator custom module tutorial to ensure I could compile and use a basic module.
So far, I successfully:
- Built the engine using:
scons platform=macos target=editor
- Verified that the Summator module is accessible in my GDScript files.
Now, I want to make this module available in an iOS export. (I know Summator has nothing to do with iOS, I just wanted to get something up and running first then worry about writing the iOS specific code). I proceeded with the following:
- Built iOS templates using:
scons platform=ios target=template_debug arch=arm64
scons platform=ios target=template_release arch=arm64
- This generated the following files in the bin/ directory:
- libgodot.ios.template_debug.arm64.a
- libgodot.ios.template_release.arm64.a
- I attempted to replace the libgodot.a files inside the iOS export template, but the export fails.
Questions:
- What is the correct way to include my custom module in the iOS export template?
- Should I be doing something additional after generating the .a files?
- Are there any extra steps required to ensure the custom module is recognized in an iOS build?
Any guidance on how to correctly integrate a custom module into a Godot 4.3 iOS export would be greatly appreciated!