|
@@ -209,7 +209,7 @@ And our module should compile. You should now be able to find your module in ``d
|
|
|
Using your GDNative module
|
|
|
--------------------------
|
|
|
|
|
|
-Before we jump back into Godot we need to create two more files. Both can now be created through the interface in Godot but I find it easier to just create them directly.
|
|
|
+Before we jump back into Godot we need to create two more files in ``demo/bin/`` . Both can now be created through the interface in Godot but I find it easier to just create them directly.
|
|
|
|
|
|
The first is a file that lets Godot know what dynamic libraries should be loaded for each platform and is called ``gdexample.gdnlib``.
|
|
|
|
|
@@ -259,7 +259,7 @@ The second file we need to create is a file we need to create for each native_sc
|
|
|
_sections_unfolded = [ "Resource" ]
|
|
|
|
|
|
This is a standard Godot resource and you could just create that directly inside of your scene but having this as a resource file makes life a lot easier in (re)using your native_script.
|
|
|
-The important bits here are that we're pointing to our gdnlib file so Godot knows which dynamic library contains our native_script, and the ``class_name`` which identifies the natice_script in our plugin we want to use.
|
|
|
+The important bits here are that we're pointing to our gdnlib file so Godot knows which dynamic library contains our native_script, and the ``class_name`` which identifies the native_script in our plugin we want to use.
|
|
|
|
|
|
Ok, we're all setup. Time to jump back into Godot. We load up the main scene we created way back in the beginning and now we add a Sprite to our scene:
|
|
|
|