+5 votes

I am trying to start porting my 10+ modules from the Godot 3.1 module format to the new Godot 3.2 plugin format, and I finally understood how the new system works. However, I do not understand how I am supposed to create a plugin for Android + iOS.

It seems that new android plugins live in project/android/... and ios modules live in godot/modules/...

I was lucky enough to find some modules made for Godot 3.2 that served me as examples: https://github.com/search?q=godot+3.2+plugin

But none of them support iOS at the same time, like many of the Godot 3.1 modules (e.g. https://github.com/kloder-games/godot-admob )

Btw: all the modules are and will be open source on github, and they will serve as examples on how to build Android + iOS plugins.

So, How do I build a plugin for Godot 3.2 that supports Android + iOS? Ideally, I should be able to just clone the repository of the plugin in some folder and it should just work for both platforms (no need to copy/move dirs).

in Engine by (17 points)

i want to know too

1 Answer

+1 vote


Good question.

Do you have a solution for this?


by (18 points)

Joins. Please share if you have a good example :)

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.