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7 changes: 5 additions & 2 deletions tutorials/scripting/gdextension/gdextension_cpp_example.rst
Original file line number Diff line number Diff line change
Expand Up @@ -268,8 +268,8 @@ GDExtension plugin.

extern "C" {
// Initialization.
GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);

init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
Expand Down Expand Up @@ -348,6 +348,7 @@ loaded for each platform and the entry function for the module. It is called ``g
[configuration]

entry_symbol = "example_library_init"
compatibility_minimum = 4.1

[libraries]

Expand All @@ -369,6 +370,8 @@ loaded for each platform and the entry function for the module. It is called ``g
android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"

This file contains a ``configuration`` section that controls the entry function of the module.
You should also set the minimum compatible Godot version with ``compatability_minimum``,
which prevents older version of Godot from trying to load your extension.

The ``libraries`` section is the important bit: it tells Godot the location of the
dynamic library in the project's filesystem for each supported platform. It will
Expand Down