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@@ -268,8 +268,8 @@ GDExtension plugin.
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extern "C" {
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// Initialization.
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- GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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- godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
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+ GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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+ godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_example_module);
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init_obj.register_terminator(uninitialize_example_module);
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@@ -348,6 +348,7 @@ loaded for each platform and the entry function for the module. It is called ``g
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[configuration]
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entry_symbol = "example_library_init"
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+ compatibility_minimum = 4.1
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[libraries]
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@@ -369,6 +370,8 @@ loaded for each platform and the entry function for the module. It is called ``g
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android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"
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This file contains a ``configuration`` section that controls the entry function of the module.
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+You should also set the minimum compatible Godot version with ``compatability_minimum``,
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+which prevents older version of Godot from trying to load your extension.
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The ``libraries`` section is the important bit: it tells Godot the location of the
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dynamic library in the project's filesystem for each supported platform. It will
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