GDNativeLibrary

    Category: Core

    An external library containing functions or script classes to use in Godot.

    Properties

    get_current_dependencies ( ) const
    get_current_library_path ( ) const

    Description

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

    Property Descriptions

    This resource in INI-style ConfigFile format, as in files.


    • load_once
    Setterset_load_once(value)
    Gettershould_load_once()

    If false, Godot loads a separate copy of the library into memory for each script that references it.


    If , 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.


    • singleton
    Setterset_singleton(value)
    Getteris_singleton()

    If , Godot loads the library at startup rather than the first time a script uses the library, calling gdnative_singleton after initializing the library. The library remains loaded as long as Godot is running.


    The prefix this library’s entry point functions begin with. For example, a GDNativeLibrary would declare its gdnative_init function as by default.

    On platforms that require statically linking libraries (currently only iOS), each library must have a different symbol_prefix.

    Returns paths to all dependency libraries for the current platform and architecture.


    • get_current_library_path ( ) const

    Returns the path to the dynamic library file for the current platform and architecture.