<?xml version="1.0" encoding="UTF-8" ?> <class name="GDNativeLibrary" inherits="Resource" category="Core" version="3.2"> <brief_description> An external library containing functions or script classes to use in Godot. </brief_description> <description> A GDNative library can implement [NativeScript]s, 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. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> </tutorials> <methods> <method name="get_current_dependencies" qualifiers="const"> <return type="PoolStringArray"> </return> <description> Returns paths to all dependency libraries for the current platform and architecture. </description> </method> <method name="get_current_library_path" qualifiers="const"> <return type="String"> </return> <description> Returns the path to the dynamic library file for the current platform and architecture. </description> </method> </methods> <members> <member name="config_file" type="ConfigFile" setter="set_config_file" getter="get_config_file"> This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] files. </member> <member name="load_once" type="bool" setter="set_load_once" getter="should_load_once" default="true"> If [code]true[/code], Godot loads only one copy of the library and each script that references the library will share static data like static or global variables. If [code]false[/code], Godot loads a separate copy of the library into memory for each script that references it. </member> <member name="reloadable" type="bool" setter="set_reloadable" getter="is_reloadable" default="true"> If [code]true[/code], 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. [b]Note:[/b] If the library defines tool scripts that run inside the editor, [code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash. </member> <member name="singleton" type="bool" setter="set_singleton" getter="is_singleton" default="false"> If [code]true[/code], Godot loads the library at startup rather than the first time a script uses the library, calling [code]{prefix}gdnative_singleton[/code] after initializing the library (where [code]{prefix}[/code] is the value of [member symbol_prefix]). The library remains loaded as long as Godot is running. [b]Note:[/b] A singleton library cannot be [member reloadable]. </member> <member name="symbol_prefix" type="String" setter="set_symbol_prefix" getter="get_symbol_prefix" default=""godot_""> The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its [code]gdnative_init[/code] function as [code]godot_gdnative_init[/code] by default. On platforms that require statically linking libraries (currently only iOS), each library must have a different [code]symbol_prefix[/code]. </member> </members> <constants> </constants> </class>