pandemonium_engine_docs/tutorials/platform/ios/ios_plugin.md

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Creating iOS plugins
====================
This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one.
iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more.
Loading and using an existing plugin
------------------------------------
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An iOS plugin requires a `.gdip` configuration file, a binary file which can be either `.a` static library or `.xcframework` containing `.a` static libraries, and possibly other dependencies. To use it, you need to:
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1. Copy the plugin's files to your Godot project's `res://ios/plugins` directory. You can also group files in a sub-directory, like `res://ios/plugins/my_plugin`.
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2. The Godot editor automatically detects and imports `.gdip` files inside `res://ios/plugins` and its subdirectories.
3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section.
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![](img/ios_export_preset_plugins_section.png)
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When a plugin is active, you can access it in your using `Engine.get_singleton()`::
if Engine.has_singleton("MyPlugin"):
var singleton = Engine.get_singleton("MyPlugin")
print(singleton.foo())
Creating an iOS plugin
----------------------
At its core, a Godot iOS plugin is an iOS library (*.a* archive file or *.xcframework* containing static libraries) with the following requirements:
- The library must have a dependency on the Godot engine headers.
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- The library must come with a `.gdip` configuration file.
An iOS plugin can have the same functionality as a Godot module but provides more flexibility and doesn't require to rebuild the engine.
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Here are the steps to get a plugin's development started. We recommend using `Xcode ( https://developer.apple.com/develop/ )`_ as your development environment.
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See also:
The `Godot iOS Plugins ( https://github.com/godotengine/godot-ios-plugins )`_ Godot iOS plugins.
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The `Godot iOS plugin template ( https://github.com/naithar/godot_ios_plugin )`_ gives you all the boilerplate you need to get your iOS plugin started.
To build an iOS plugin:
1. Create an Objective-C static library for your plugin inside Xcode.
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2. Add the Godot engine header files as a dependency for your plugin library in `HEADER_SEARCH_PATHS`. You can find the setting inside the `Build Settings` tab:
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- Download the Godot engine source from the `Godot GitHub page ( https://github.com/godotengine/godot )`_.
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- Run SCons to generate headers. You can learn the process by reading `doc_compiling_for_ios`. You don't have to wait for compilation to complete to move forward as headers are generated before the engine starts to compile.
- You should use the same header files for iOS plugins and for the iOS export template.
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3. In the `Build Settings` tab, specify the compilation flags for your static library in `OTHER_CFLAGS`. The most important ones are `-fcxx-modules`, `-fmodules`, and `-DDEBUG` if you need debug support. Other flags should be the same you use to compile Godot. For instance:
::
-DPTRCALL_ENABLED -DDEBUG_ENABLED -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND
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4. Add the required logic for your plugin and build your library to generate a `.a` file. You will probably need to build both `debug` and `release` target `.a` files. Depending on your needs, pick either or both. If you need both debug and release `.a` files, their name should match following pattern: `[PluginName].[TargetType].a`. You can also build the static library with your SCons configuration.
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5. The iOS plugin system also supports `.xcframework` files. To generate one, you can use a command such as:
::
xcodebuild -create-xcframework -library [DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName].xcframework
6. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
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- The configuration file extension must be `gdip` (e.g.: `MyPlugin.gdip`).
- The configuration file format is as follow::
[config]
name="MyPlugin"
binary="MyPlugin.a"
initialization="init_my_plugin"
deinitialization="deinit_my_plugin"
[dependencies]
linked=[]
embedded=[]
system=["Foundation.framework"]
capabilities=["arkit", "metal"]
files=["data.json"]
linker_flags=["-ObjC"]
[plist]
PlistKeyWithDefaultType="Some Info.plist key you might need"
StringPlistKey:string="String value"
IntegerPlistKey:integer=42
BooleanPlistKey:boolean=true
RawPlistKey:raw="
<array>
<string>UIInterfaceOrientationPortrait</string>
</array>
"
StringPlistKeyToInput:string_input="Type something"
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The `config` section and fields are required and defined as follow:
- **name**: name of the plugin
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- **binary**: this should be the filepath of the plugin library (`a` or `xcframework`) file.
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- The filepath can be relative (e.g.: `MyPlugin.a`, `MyPlugin.xcframework`) in which case it's relative to the directory where the `gdip` file is located.
- The filepath can be absolute: `res://some_path/MyPlugin.a` or `res://some_path/MyPlugin.xcframework`.
- In case you need multitarget library usage, the filename should be `MyPlugin.a` and `.a` files should be named as `MyPlugin.release.a` and `MyPlugin.debug.a`.
- In case you use multitarget `xcframework` libraries, their filename in the configuration should be `MyPlugin.xcframework`. The `.xcframework` files should be named as `MyPlugin.release.xcframework` and `MyPlugin.debug.xcframework`.
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The `dependencies` and `plist` sections are optional and defined as follow:
- **dependencies**:
- **linked**: contains a list of iOS frameworks that the iOS application should be linked with.
- **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application.
- **system**: contains a list of iOS system frameworks that are required for plugin.
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- **capabilities**: contains a list of iOS capabilities that is required for plugin. A list of available capabilities can be found at `Apple UIRequiredDeviceCapabilities documentation page ( https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities )`_.
- **files**: contains a list of files that should be copied on export. This is useful for data files or images.
- **linker_flags**: contains a list of linker flags to add to the Xcode project when exporting the plugin.
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- **plist**: should have keys and values that should be present in `Info.plist` file.
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- Each line should follow pattern: `KeyName:KeyType=KeyValue`
- Supported values for `KeyType` are `string`, `integer`, `boolean`, `raw`, `string_input`
- If no type is used (e.g.: `KeyName="KeyValue"`) `string` type will be used.
- If `raw` type is used value for coresponding key will be stored in `Info.plist` as is.
- If `string_input` type is used you will be able to modify value in Export window.