GDNativeLibrary

Inherits: Resource < Reference < Object An external library containing functions or script classes to use in Godot.

Description

NativeScripts, global functions to call with the GDNative class, or low-level engine extensions through interfaces such as ARVRInterfaceGDNative. The library must be compiled for each platform and architecture that the project will run on.

Tutorials

  • GDNative C example
  • GDNative C++ example

    Properties

    Methods

    Property Descriptions

  • ConfigFile config_file ConfigFile format, as in .gdnlib files.

  • bool load_once true, Godot loads only one copy of the library and each script that references the library will share static data like static or global variables. false, Godot loads a separate copy of the library into memory for each script that references it.

  • bool reloadable true, the editor will temporarily unload the library whenever the user switches away from the editor window, allowing the user to recompile the library without restarting Godot. Note: If the library defines tool scripts that run inside the editor, reloadable must be false. Otherwise, the editor will attempt to unload the tool scripts while they’re in use and crash.

  • bool singleton true, Godot loads the library at startup rather than the first time a script uses the library, calling {prefix}gdnative_singleton after initializing the library (where {prefix} is the value of symbol_prefix). The library remains loaded as long as Godot is running. Note: A singleton library cannot be reloadable.

  • String symbol_prefix gdnative_init function as godot_gdnative_init by default. symbol_prefix.

    Method Descriptions

  • PoolStringArray get_current_dependencies ( ) const Returns paths to all dependency libraries for the current platform and architecture.

  • String get_current_library_path ( ) const Returns the path to the dynamic library file for the current platform and architecture.