# godot-ios-plugins **Repository Path**: mirrors_godotengine/godot-ios-plugins ## Basic Information - **Project Name**: godot-ios-plugins - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2023-11-12 - **Last Updated**: 2026-01-04 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Godot iOS plugins [`master` branch](https://github.com/godotengine/godot-ios-plugins/tree/master) is the current development branch and can introduce breaking changes to plugin's public interface. [`3.3` branch](https://github.com/godotengine/godot-ios-plugins/tree/3.3)'s aim is to provide same public interface as it was before the switch to new iOS plugin system. **Note:** iOS plugins are only effective on iOS (either on a physical device or in the Xcode simulator). Their singletons will *not* be available when running the project from the editor, so you need to export your project to test your changes. ## Instructions - Clone this repository and its submodules: ```bash git clone --recursive https://github.com/godotengine/godot-ios-plugins.git ``` You might have to the update `godot` submodule in case you require latest (unreleased) Godot changes. To do this, run: ```bash cd godot git fetch git checkout origin/ ``` - Alternatively, you can use pre-extracted Godot headers that will be provided with release tag on the [Releases page](https://github.com/godotengine/godot-ios-plugins/releases). To do this, clone this repository without submodules: ```bash git clone https://github.com/godotengine/godot-ios-plugins.git ``` Then place the extracted Godot headers in the `godot/` directory. If you choose this option, you can skip next the step which generates Godot headers. - To generate Godot headers, you need to run the compilation command inside the `godot` submodule directory: ### For Godot 3.x: ```bash scons platform=iphone target=debug ``` ### For Godot 4.x: ```bash scons platform=ios target=debug ``` You don't have to wait for full engine compilation, as header files are generated first. Once the actual compilation starts, you can stop this command by pressing Ctrl + C. - Run the command below to generate an `.a` static library for chosen target: ```bash scons target= arch= simulator= plugin= version=<3.x|4.0> ``` **Note:** Godot's official `debug` export templates are compiled with the `release_debug` target, *not* the `debug` target. ## Building a `.a` library - Run `./scripts/generate_static_library.sh ` to generate `fat` static library with specific configuration. - The result `.a` binary will be stored in the `bin/` folder. ## Building a `.xcframework` library - Run `./scripts/generate_xcframework.sh ` to generate `xcframework` with specific configuration. `xcframework` allows plugin to support both `arm64` device and `arm64` simulator. - The result `.xcframework` will be stored in the `bin/` folder as well as intermidiate `.a` binaries. ## Documentation Each plugin provides a `README.md` file which contains documentation and examples.