Comments (3)
Not sure if I am understanding your plugin and how the ios export process for Godot completely, but I found that for ios plugins, there is a specific way of implementing them, instead of putting them in the /addon folder:
https://docs.godotengine.org/en/stable/tutorials/platform/ios/ios_plugin.html#creating-an-ios-plugin
Would this help with the case?
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The docs you linked is the plugin system specifically for iOS, while GDMP is a GDNative/GDExtension library compiled from C++ targeting multiple platforms. The library should work as long as you have the library files specified by the path in GDMP.gdnlib
or GDMP.gdextension
.
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Hi @WaterBoiledPizza, just a reminder that since 4dcf184, requesting camera permission should work again on iOS, I'm unable to test the camera functionality beyond permission part though. Looking forward to see the result if you got time to try out.
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Related Issues (17)
- Windows support HOT 17
- Building to web and Mac? HOT 2
- Support the new Face blendshapes graph HOT 6
- Update to the latest Godot-cpp to keep up with the latest GDExtension? HOT 1
- Errors in setup.py HOT 3
- GDExtension C# bindings made possible by Godot 4.2 Beta 1 HOT 3
- error on build script: " Repository '@hedron_compile_commands_pip' is not defined" HOT 3
- Unable to build from source HOT 11
- Segmentation fault when loading the library if certain module of the editor is system-provided
- Adding MediaPipeHolisticLandmarker to MediaPipe v0.10.13 HOT 14
- Problems with getting the examples running HOT 3
- v0.5 Roadmap
- Problem with building on Linux HOT 3
- Build GDMP AAR HOT 2
- Deleting a graph will mess with Godot rendering HOT 1
- Tutorial request HOT 4
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