+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).

asked Feb 1 in Engine by mr.jahd (17 points)

i want to know too

1 Answer

+1 vote


Good question.

Do you have a solution for this?


answered Mar 19 by PRSoluções (18 points)

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

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