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:name: toc-learn-features-platform
android/index
ios/index
services_for_ios
platform_html5
consoles

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.. _doc_ios_plugin:
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
------------------------------------
An iOS plugin requires a ``.gdip`` configuration file, a ``.a`` binary file, and possibly other dependencies. To use it, you need to:
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``.
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.
.. image:: img/ios_export_preset_plugins_section.png
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 static library (*.a* archive file) with the following requirements:
- The library must have a dependency on the Godot engine headers.
- 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.
Here are the steps to get a plugin's development started. We recommend using `Xcode <https://developer.apple.com/develop/>`_ as your development environment.
.. seealso:: 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.
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:
- Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
- Run SCons to generate headers. You can learn the process by reading :ref:`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.
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``.
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`` targeted ``a`` files. Depending on your need, pick only one or both. If you need both ``a`` files their name should match following pattern: ``[PluginName].[TargetType].a``. You can also build the static library with your SCons configuration.
5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
- 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"]
[plist]
PlistKey="Some Info.plist key you might need"
The ``config`` section and fields are required and defined as follow:
- **name**: name of the plugin
- **binary**: this should be the filepath of the plugin ``a`` file.
- The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
- In case you need multitarget library usage, filename should be ``MyPlugin.a`` and ``a`` files should be name as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
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.
- **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.
- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
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.. _doc_ios_plugin:
Creating iOS plugins
====================
Introduction
------------
iOS plugins are powerful tools to extend the capabilities of the Godot engine
by tapping into the functionality provided by the iOS platform and ecosystem.
InApp Purchases, GameCenter integration or ARKit are such examples since it requires features
and capabilities that don't belong to the core feature set of a game engine:
- Analytics
- In-app purchases
- Receipt validation
- Ads
- A/B testing
- Login
- Cloud saves
- Leaderboards and scores
- User support & feedback
- Posting to Facebook, Twitter, etc.
- Push notifications
iOS plugin
----------
At its core, a Godot iOS plugin is a iOS static library (*a* archive file)
with the following caveats:
- The library must have a dependency on the Godot engine headers.
- The library must come with a ``.gdip`` configuration file.
iOS plugin can have the same functionality as Godot modules,
but provides more flexibility and doesn't require engine being rebuilt.
Building an iOS plugin
^^^^^^^^^^^^^^^^^^^^^^
**Prerequisite:** `Xcode <https://developer.apple.com/develop/>`_ is strongly recommended as the IDE to use to create iOS plugins.
The instructions below assumes that you're using Xcode.
1. Create an Objective-C static library for your plugin inside Xcode IDE.
2. Add the Godot engine header files as a dependency for your plugin library in ``HEADER_SEARCH_PATHS`` at ``Build Settings`` tab:
- Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
- Generate autogenerated headers by running SCons. Reference can be found at :ref:`Compiling for iOS<doc_compiling_for_ios>`.
You don't have to wait for compilation complition as headers are generated before engine starts actual compilation.
- Header files that used for plugin should be the same that was used for iOS template compilation.
3. Specify correct compilation flags for static library in ``OTHER_CFLAGS`` at ``Build Settings`` tab.
Most important ones are ``-fcxx-modules``, ``-fmodules``, ``-DDEBUG`` if debug is required.
Other flags should be the same as for Godot compilation (e.g.: ``-DPTRCALL_ENABLED -DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND``).
4. Add the required logic for your plugin and build your library to generate ``a`` file.
You will probably need to build both ``debug`` and ``release`` targeted ``a`` files.
Depending on your need, pick only one or both.
If you need both ``a`` files their name should match following pattern: ``[PluginName].[TargetType].a``.
Static library can also be build with SCons configuration.
5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
- 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"]
[plist]
PlistKey="Some Info.plist key you might need"
The ``config`` section and fields are required and defined as follow:
- **name**: name of the plugin
- **binary**: this should be the filepath of the plugin ``a`` file.
- The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
- In case you need multitarget library usage, filename should be ``MyPlugin.a`` and ``a`` files should be name as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
The ``dependencies`` and ``plist`` sections are optional and defined as follow:
- **dependencies**:
- **linked**: contains a list of iOS frameworks that result iOS application should be linked with.
- **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into resulting iOS application.
- **system**: contains a list of iOS system frameworks that required for plugin.
- **capabilities**: contains a list of iOS capabilities that is required for plugin. 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 usefull for data files or images.
- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
Loading and using an iOS plugin
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Move the plugin configuration file (e.g: ``MyPlugin.gdip``) and its local binary (e.g: ``MyPlugin.a``) and dependencies to the Godot project's ``res://ios/plugins`` directory or any directory inside it (e.g: ``res://ios/plugins/my_plugin``).
The Godot editor will automatically parse all ``.gdip`` files inside ``res://ios/plugins`` directory and it's subdirectories and show a list of detected and toggleable plugins in the iOS export presets window under the **Plugins** section.
.. image:: img/ios_export_preset_plugins_section.png
From your script::
if Engine.has_singleton("MyPlugin"):
var singleton = Engine.get_singleton("MyPlugin")
print(singleton.foo())
Reference implementations
^^^^^^^^^^^^^^^^^^^^^^^^^
- `Godot iOS plugin template <https://github.com/naithar/godot_ios_plugin>`_
- Contains template/example for iOS plugin as well as SCons configuration and setup Xcode project.