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authorRémi Verschelde <rverschelde@gmail.com>2019-03-07 10:40:44 +0100
committerRémi Verschelde <rverschelde@gmail.com>2019-03-07 11:25:58 +0100
commitc74bf2e6b1ccad9c6cf72c0b142aa924de67eed0 (patch)
tree9d89dd90f7d3282500659f760036a2c1d0af598a /doc/classes
parent8f5d9b63914b0049bd202b87c4b89ff3d48ad0ad (diff)
Define android/modules globally so it appears in Project Settings
Until now people had to add it manually to project.godot to load custom modules.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1fec737642..74762df15e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -163,7 +163,11 @@
</method>
</methods>
<members>
+ <member name="android/modules" type="String" setter="" getter="">
+ Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. [code]org/godotengine/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton"[/code].
+ </member>
<member name="application/boot_splash/bg_color" type="Color" setter="" getter="">
+ Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="">
Scale the boot splash image to the full window length when engine starts (will leave it as default pixel size otherwise).