GDExtension for Android in Godot

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mohsen zare

mohsen zare

Күн бұрын

Пікірлер: 11
@ChrisBrown-si1vg
@ChrisBrown-si1vg 2 күн бұрын
Thank you for this series! This is the only place the described setting up the C++ GDExtension in a way that's understandable.
@rumariomusic
@rumariomusic 11 ай бұрын
Great video. I will start with terrains next year for the Quest 3. I will try your terrain system first
@mohsenzare2511
@mohsenzare2511 11 ай бұрын
I wish you success man
@minamozaffari53
@minamozaffari53 11 ай бұрын
wonderful work. keep going bravo✌👍
@mohsenzare2511
@mohsenzare2511 11 ай бұрын
Thanks
@DexterFstone
@DexterFstone 3 ай бұрын
رفیق میگم میتونی یکم راهنمایی کنی؟ من دارم روی ی پلاگین کار میکنم و ب مشکل خوردم توی انجمن گودو مشکل بیان کردم ب نتیجه ای نرسیدم
@mikhailhumphries
@mikhailhumphries 10 ай бұрын
Can you write c++ code on your mobile version of godot?
@mohsenzare2511
@mohsenzare2511 10 ай бұрын
I don't think there is a way, we don't have a c++ compiler on android, as well as python and scons. you need a PC to do that! OR you can install a linux on android phone, (I saw some video which they do that, but I never did) and from there you can code in c++, like a normal pc, But at the end it is easier to use PC
@realnikich
@realnikich 11 ай бұрын
Can you tell me what are the steps to creating a custom Resource type in GDExtension and using that Resource type as a parameter for a function that will be exposed to GDScript? Example: MyCustomResource and a function like this MyClass::myMethod(MyCustomResource). I get it that you need to do ClassDB::bind_method(D_METHOD("gdScriptFuncName", "paramName"), &ProjectileMultiMeshInstance2D::nameOfCPlusPlusFunc, Variant::OBJECT); , but for some reason I'm getting errors, thank you. The error happens only when I try to bind a parameter of that custom resource type I made. This is the error I get "binder_common.hpp(483): error C2065: 'VARIANT_TYPE': undeclared identifier".
@mohsenzare2511
@mohsenzare2511 11 ай бұрын
What I see now you have an extra Variant::OBJECT in ClassDB::bind_method, You don't need to specify that, make sure to watch my video about binding a method and adding a property in GDEstension And if you want to create a custom resource, First of all your class should inherit from Resource class in godot, and also everything that you want to be saved with your resource you should create a property for that with PROPERTY_USAGE_STORAGE flag usually the default usage flag contain this, if you don't know about these stuff watch my video about Object class I explain these stuff there
@realnikich
@realnikich 10 ай бұрын
Thanks, good work @@mohsenzare2511
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