GDExtension for Android in Godot

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  • Опубликовано: 15 сен 2024
  • So this what you should do to create your shared c++ library in GDExtension for android devices, Most of the android devices has ARM 64 bit architecture, more than 90% of them, and in this tutorial I will show how to do that
    Godot Export for Android DOC page:
    docs.godotengi...

Комментарии • 10

  • @rumariomusic
    @rumariomusic 8 месяцев назад +5

    Great video. I will start with terrains next year for the Quest 3. I will try your terrain system first

  • @minamozaffari53
    @minamozaffari53 8 месяцев назад +3

    wonderful work. keep going bravo✌👍

  • @mikhailhumphries
    @mikhailhumphries 8 месяцев назад +2

    Can you write c++ code on your mobile version of godot?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад

      I don't think there is a way, we don't have a c++ compiler on android, as well as python and scons. you need a PC to do that! OR you can install a linux on android phone, (I saw some video which they do that, but I never did) and from there you can code in c++, like a normal pc, But at the end it is easier to use PC

  • @DexterFstone
    @DexterFstone Месяц назад

    رفیق میگم میتونی یکم راهنمایی کنی؟ من دارم روی ی پلاگین کار میکنم و ب مشکل خوردم توی انجمن گودو مشکل بیان کردم ب نتیجه ای نرسیدم

  • @realnikich
    @realnikich 8 месяцев назад +1

    Can you tell me what are the steps to creating a custom Resource type in GDExtension and using that Resource type as a parameter for a function that will be exposed to GDScript? Example: MyCustomResource and a function like this MyClass::myMethod(MyCustomResource). I get it that you need to do ClassDB::bind_method(D_METHOD("gdScriptFuncName", "paramName"), &ProjectileMultiMeshInstance2D::nameOfCPlusPlusFunc, Variant::OBJECT); , but for some reason I'm getting errors, thank you. The error happens only when I try to bind a parameter of that custom resource type I made. This is the error I get "binder_common.hpp(483): error C2065: 'VARIANT_TYPE': undeclared identifier".

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +3

      What I see now you have an extra Variant::OBJECT in ClassDB::bind_method, You don't need to specify that, make sure to watch my video about binding a method and adding a property in GDEstension
      And if you want to create a custom resource, First of all your class should inherit from Resource class in godot, and also everything that you want to be saved with your resource you should create a property for that with PROPERTY_USAGE_STORAGE flag usually the default usage flag contain this, if you don't know about these stuff watch my video about Object class I explain these stuff there

    • @realnikich
      @realnikich 8 месяцев назад +1

      Thanks, good work @@mohsenzare2511