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+.. _doc_ios_plugin:
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+
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+Creating iOS plugins
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+====================
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+
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+This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one.
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+
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+iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more.
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+
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+Loading and using an existing plugin
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+------------------------------------
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+
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+An iOS plugin requires a ``.gdip`` configuration file, a ``.a`` binary file, and possibly other dependencies. To use it, you need to:
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+
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+1. Copy the plugin's files to your Godot project's ``res://ios/plugins`` directory. You can also group files in a sub-directory, like ``res://ios/plugins/my_plugin``.
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+
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+2. The Godot editor automatically detects and imports ``.gdip`` files inside ``res://ios/plugins`` and its subdirectories.
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+
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+3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section.
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+
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+.. image:: img/ios_export_preset_plugins_section.png
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+
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+When a plugin is active, you can access it in your using ``Engine.get_singleton()``::
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+
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+ if Engine.has_singleton("MyPlugin"):
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+ var singleton = Engine.get_singleton("MyPlugin")
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+ print(singleton.foo())
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+
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+Creating an iOS plugin
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+----------------------
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+
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+At its core, a Godot iOS plugin is an iOS static library (*.a* archive file) with the following requirements:
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+
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+- The library must have a dependency on the Godot engine headers.
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+
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+- The library must come with a ``.gdip`` configuration file.
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+
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+An iOS plugin can have the same functionality as a Godot module but provides more flexibility and doesn't require to rebuild the engine.
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+
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+Here are the steps to get a plugin's development started. We recommend using `Xcode <https://developer.apple.com/develop/>`_ as your development environment.
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+
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+.. seealso:: The `Godot iOS plugin template <https://github.com/naithar/godot_ios_plugin>`_ gives you all the boilerplate you need to get your iOS plugin started.
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+
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+
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+To build an iOS plugin:
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+
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+1. Create an Objective-C static library for your plugin inside Xcode.
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+
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+2. Add the Godot engine header files as a dependency for your plugin library in ``HEADER_SEARCH_PATHS``. You can find the setting inside the ``Build Settings`` tab:
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+
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+ - Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
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+
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+ - Run SCons to generate headers. You can learn the process by reading :ref:`doc_compiling_for_ios`. You don't have to wait for compilation to complete to move forward as headers are generated before the engine starts to compile.
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+
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+ - You should use the same header files for iOS plugins and for the iOS export template.
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+
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+3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND``.
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+
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+4. Add the required logic for your plugin and build your library to generate a ``.a`` file. You will probably need to build both ``debug`` and ``release`` targeted ``a`` files. Depending on your need, pick only one or both. If you need both ``a`` files their name should match following pattern: ``[PluginName].[TargetType].a``. You can also build the static library with your SCons configuration.
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+
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+5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
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+
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+ - The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``).
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+
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+ - The configuration file format is as follow::
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+
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+ [config]
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+ name="MyPlugin"
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+ binary="MyPlugin.a"
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+
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+ initialization="init_my_plugin"
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+ deinitialization="deinit_my_plugin"
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+
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+ [dependencies]
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+ linked=[]
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+ embedded=[]
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+ system=["Foundation.framework"]
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+
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+ capabilities=["arkit", "metal"]
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+
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+ files=["data.json"]
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+
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+ [plist]
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+ PlistKey="Some Info.plist key you might need"
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+
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+ The ``config`` section and fields are required and defined as follow:
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+
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+ - **name**: name of the plugin
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+
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+ - **binary**: this should be the filepath of the plugin ``a`` file.
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+
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+ - The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
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+ - The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
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+ - In case you need multitarget library usage, filename should be ``MyPlugin.a`` and ``a`` files should be name as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
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+
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+ The ``dependencies`` and ``plist`` sections are optional and defined as follow:
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+
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+ - **dependencies**:
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+
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+ - **linked**: contains a list of iOS frameworks that the iOS application should be linked with.
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+
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+ - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application.
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+
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+ - **system**: contains a list of iOS system frameworks that are required for plugin.
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+
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+ - **capabilities**: contains a list of iOS capabilities that is required for plugin. A list of available capabilities can be found at `Apple UIRequiredDeviceCapabilities documentation page <https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities>`_.
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+
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+ - **files**: contains a list of files that should be copied on export. This is useful for data files or images.
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+
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+ - **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
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