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
.gdnlibfiles.
- 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,reloadablemust befalse. 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_singletonafter 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_initfunction asgodot_gdnative_initby 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.
