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[iOS] [3.2] iOS Plugins #41340
[iOS] [3.2] iOS Plugins #41340
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MacOS build seems to be using |
No, all platforms build with |
Yeah, just rechecked |
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Fixed CI and made some changes to loading logic. Now ARKit is working correctly. |
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GitHub CI fails with this. Is it something on my side or CI is just going crazy again? |
So the @naithar @bruvzg @BastiaanOlij How do you think we should proceed for the |
I think making changes to |
@akien-mga I'm not in a position to test atm but if this all seems to work I would merge and work out any kinks. I'll try and find some time in the weekend to see if my ARKit demos work properly with these changes. |
I'm testing https://github.com/naithar/godot/tree/feature/pluggable_app_delegates and https://github.com/naithar/godot/tree/feature/pluggable_app_delegates_3.2 right now. It's probably the only functionality change left for plugins. |
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Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
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Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
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@godotengine/ios Should we merge this and #43557 now for inclusion in 3.2.4 beta 6 in a few days? What's the impact from those changes on current 3.2.x users (both game devs and plugin makers), especially in terms of compatibility? |
This change should not affect compatibility. #42459 and #42582 are more serious in that respect. But everything seems to be easily fixable: poingstudios/godot-admob-android#41. So it's more of an addition to current way of creating iOS specific code. The only issue users might be encountering is access to GameCenter, iCloud and other iOS modules that was previously built into iOS platform code. They are temporarily moved to |
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Thanks! |
@akien-mga since plugins have been merged and beta was released, should I start working on separating modules from plugins? Edit: |
Same as #41230 but for
3.2
branch.Implements godotengine/godot-proposals#1185 for
3.2
branch.Godot iOS Plugin template
Since this plugin implementation directly uses Godot's source headers it's important to use correct compilation flags.
ARKit test