@@ -28,6 +28,10 @@ When a plugin is active, you can access it in your using ``Engine.get_singleton(
var singleton = Engine.get_singleton("MyPlugin")
var singleton = Engine.get_singleton("MyPlugin")
print(singleton.foo())
print(singleton.foo())
+.. note::
+
+ The plugin's files have to be in the ``res://ios/plugins/`` directory or a subdirectory, otherwise the Godot editor will not automatically detect them.