Note: Android Studio is the recommended IDE for developing Godot Android plugins. You can install the latest version from https://developer.android.com/studio.
Clone the repository to your local machine, run the following command in the project root
directory to initialize the godot-cpp
submodule:
git submodule update --init
Build the Android C++ bindings using the following commands. To speed up compilation, add -jN
at
the end of the SCons command line where N
is the number of CPU threads you have on your system.
The example below uses 4 threads.
cd godot-cpp
scons platform=android target=template_debug -j4
scons platform=android target=template_release -j4
When the command is completed, you should have static libraries stored in godot-cpp/bin
that
will be used for compilation by the plugin.
- In a terminal window, navigate to the project's root directory and run the following command:
./gradlew assemble
- On successful completion of the build, the output files can be found in
plugin/demo/addons
-
Open Android Studio and Click on
Open...
navigate to the git repo and click ongodot_arcore_plugin
where the android robot shows up and wait for Android Studio to finish loading -
In the top bar click on
Add Configuration...
and thenEdit Configurations...
-
For the development you can create two configurations, one for building the project and one for cleaning the output folders:
-
Click on the
+
sign and choose "Gradle" as the type for the configuration -
In the window to the right give the configuration a name -
build
in this case - and under "Run" typeassemble
, which corresponds to the command./gradlew assemble
which you would do in the command line -
You can repeat the steps for the gradle task
clean
if you want
You can use the included Godot demo project to test the built Android plugin
- Open the demo in Godot (4.2 or higher)
- Navigate to
Project
->Project Settings...
->Plugins
, and ensure the plugin is enabled - Install the Godot Android build template by clicking on
Project
->Install Android Build Template...
- Open
plugin/demo/main.gd
and update the logic as needed to reference your plugin and its methods - Connect an Android device to your machine and run the demo on it
To make it easier to access the exposed Java / Kotlin APIs in the Godot Editor, it's recommended to provide one (or multiple) gdscript wrapper class(es) for your plugin users to interface with.
For example:
class_name PluginInterface extends Object
## Interface used to access the functionality provided by this plugin
var _plugin_name = "GDExtensionAndroidPluginTemplate"
var _plugin_singleton
func _init():
if Engine.has_singleton(_plugin_name):
_plugin_singleton = Engine.get_singleton(_plugin_name)
else:
printerr("Initialization error: unable to access the java logic")
## Print a 'Hello World' message to the logcat.
func helloWorld():
if _plugin_singleton:
_plugin_singleton.helloWorld()
else:
printerr("Initialization error")
If planning to use the gdextension functionality in the Godot Editor, it is recommended that the gdextension's native binaries are compiled not just for Android, but also for the OS onto which developers / users intend to run the Godot Editor. Not doing so may prevent developers / users from writing code that accesses the plugin from within the Godot Editor.
This may involve creating dummy plugins for the host OS just so the API is published to the editor. You can use the godot-cpp-template github template for reference on how to do so.
Currently, the gradlew script has Windows-style line endings which stops the script from executing under Linux.
To fix that, navigate to the folder where the gradlew
script is and enter the following command:
dos2unix ./gradlew
This will convert the line endings to LF.