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Godot Custom Module for iOS build - Stack Overflow

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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:

  1. 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
  1. 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!

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