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[PRIORITY] New iOS Plugin for 3.2.4/4.0 #27
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Does anyone have news when we can expect this to happen? Do we have to wait for Godot 4.0? |
hey @war1an , we will not need to wait for Godot 4.0, but I talked to the iOS plugin's creator and probably will only happen on 3.2.5 version or with lucky on 3.2.4 (I would give about 1 ~ 5 months to this happen), i'm studying how we can do this when a beta version comes, for now we still need to use "modules" To use AdMob on Godot iOS, check the tutorial here: https://github.com/Poing-Studios/Godot-AdMob-Android-iOS#ios-v300 |
Since godotengine/godot#41340 has been merged, I think you can start working on migrating module to plugin. |
I was just reading the highlights of the beta 6 update when I saw iOS plugins support I'm very excited! Thank you guys for the hard work @naithar and @gustavottc for the Admob plugin! This system is a very welcome change. |
hey @naithar , what a coincidence! i'm going to start working on the plugins now, yesterday i finished the UMP for Android and iOS and was about to start the plugin for iOS I just found beta6 here: https://downloads.tuxfamily.org/godotengine/3.2.4/beta6/ i should consider this PR too? godotengine/godot#43557 or just the godotengine/godot#41340? |
godotengine/godot#43557 wouldn't give you any benefit really, since you don't seem to be using anything that's related to AppDelegate. But I have a PushNotification plugin example, that might be of some use if you require extending default AppDelegate. |
@naithar , Xcode is giving me this error: 'GoogleMobileAds/GoogleMobileAds.h' file not found I already place the folder of frameworks inside "Header Search Paths": Tried recursive and non-recursive btw |
And i use AppDelegate But if some error appear due app_delegate i will check this repo: https://github.com/naithar/godot_ios_plugin_apns |
Nvm, i fixed: Need to put the link on "Framework Search Path" and make recursive for .xcframework "$(SRCROOT)/lib/GoogleMobileAds.xcframework" |
ps = the plugin_example works fine, and this project worked fine too until i try to put the GoogleMobileAds framework edit: it's working with SCons but on Xcode it's giving this error yet |
@war1an @brendonion please try it out if you guys want to Need to: Create a folder called "ios/plugins" and place the content inside this ".zip" into this folder, will be like that: After that, do these steps: https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/tree/iOS-Plugin#ios-v300 right on "Add the following frameworks to the project linking" |
@naithar , btw i'm using some frameworks like: JavaScriptCore and all frameworks by GoogleMobileAdsSdk (GoogleMobileAds, User Messaging Platform etc...) I'm also editing the ".plist", adding these:
I need to put these things on the ".gdip" file? Actually it's working editing directly inside Xcode project |
@war1an plugins can be placed inside @gustavottc under |
@gustavottc you might also want to include support for both |
I did it, but Godot is giving me this error: And do you know how to solve this error? #27 (comment) only appear when Xcode builds And when Xcode builds, he do a single binary file with release a debug for all platform(x86_64, armv7, arm64)? @war1an please try with this example project: https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/tree/master/example, and also please change the |
There is no need to change
Seems like you need to exclude specific architectures when building with Xcode.
Xcode creates a single binary for targeted platform and configuration that you've specified. If you build for debug device, it will result in such. But every library will use the same name overriding the last one. |
Also note that |
@gustavottc The first error was:
which I fix by adding
Then the application fails to install on my device, here is the error message:
I have added inside the
I'm testing with a real device, not an emulator. |
@war1an if you remove the admob library and comment out
This is just a warning, shouldn't really cause you any trouble other than just writing a log. |
The app was installed successfully |
You mean there is no Then, I guess @gustavottc have changed the code somehow, that results in crashing. |
Yeah, everything is fine. I got the following:
|
@war1an First drag all content inside this admob_plugin.zip into this folder: After that, add AdMob to your plugins and export (click Open the Add the -ObjC linker flag to Other Linker Flags in your project's build settings: After, add the frameworks of GoogleMobileAdsSdk you can download the same that i'm using here (if some error of "framework not found" then: do that and this If you want to test on Simulator and it's not appearing, do that: |
Soon Godot will receive the new Plugin System as Android: godotengine/godot#41230
godotengine/godot#41340
The goal of this repository is being updated with the newest version of Godot, and this new Plugin System for iOS is very welcomed because will be more easy to develop for iOS.
Tutorial: ?
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