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Renames from GDNative to GDExtension
Add Pictures/Gifs and clarified compatability
Remove GDNative language bindings from GDExtension docs
Update SConstruct and AddingProperties section
updated with suggestions
Added property hint example + updated to API naming changes
Fixed redirect.csv
Copy file name to clipboardExpand all lines: tutorials/networking/webrtc.rst
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@@ -35,7 +35,7 @@ Using WebRTC in Godot
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WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <class_WebRTCPeerConnection>` and :ref:`WebRTCDataChannel <class_WebRTCDataChannel>`, plus the multiplayer API implementation :ref:`WebRTCMultiplayerPeer <class_WebRTCMultiplayerPeer>`. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
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.. note:: These classes are available automatically in HTML5, but **require an external GDNative plugin on native (non-HTML5) platforms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
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.. note:: These classes are available automatically in HTML5, but **require an external GDExtension plugin on native (non-HTML5) platforms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
Copy file name to clipboardExpand all lines: tutorials/platform/android/android_plugin.rst
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print(singleton.myPluginFunction("World"))
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Bundling GDNative resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Bundling GDExtension resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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An Android plugin can define and provide C/C++ GDNative resources, either to provide and/or access functionality from the game logic.
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The GDNative resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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An Android plugin can define and provide C/C++ GDExtension resources, either to provide and/or access functionality from the game logic.
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The GDExtension resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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- The shared libraries (``.so``) for the defined GDExtension libraries will be automatically bundled by the ``aar`` build system.
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- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
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The recommended path for these resources relative to the ``assets`` directory should be: ``godot/plugin/v1/[PluginName]/``.
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For GDNative libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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and return the paths to the bundled GDNative libraries config files (``*.gdnlib``). The paths must be relative to the ``assets`` directory.
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At runtime, the plugin will provide these paths to Godot core which will use them to load and initialize the bundled GDNative libraries.
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For GDExtension libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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and return the paths to the bundled GDExtension libraries config files (``*.gdextension``). The paths must be relative to the ``assets`` directory.
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At runtime, the plugin will provide these paths to Godot core which will use them to load and initialize the bundled GDExtension libraries.
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