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@@ -56,7 +56,7 @@ Writing an Android plugin is now possible begining Godot 3.2. It's also pretty e
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Before anything, make sure you understand how to set up a :ref:`custom build environment<doc_android_custom_build>` for Android.
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-You plugin needs to be a folder other than *"build/"* inside the *"res://android"* directory (which was created by following the link above). Any name is fine, so name it according to the SDK you will implement (or just your plugin name).
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+Your plugin needs to be in a folder other than *"build/"* inside the *"res://android"* directory (which was created by following the link above). Any name is fine, so name it according to the SDK you will implement (or just your plugin name).
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Once created, there are certain rules to follow, but they are simple.
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@@ -79,7 +79,7 @@ Gradle will treat them as part of the project automatically when building, same
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"Chunk" files
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^^^^^^^^^^^^^
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-it is possible to modify *"AndroidManifest.xml"* and *build.gradle* in *"res://android/build"* directly and Godot will keep your
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+It is now possible to modify *"AndroidManifest.xml"* and *build.gradle* in *"res://android/build"* directly and Godot will keep your
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changes when building. The problem, however, is that if you update Godot, you will also need to update the *build/* folder and your
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changes will be lost.
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