GDNativeLibrary Properties |
The GDNativeLibrary type exposes the following members.
Name | Description | |
---|---|---|
ConfigFile | This resource in INI-style ConfigFile format, as in .gdnlib files. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
LoadOnce | If 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. If false, Godot loads a separate copy of the library into memory for each script that references it. | |
NativeInstance | (Inherited from Object.) | |
Reloadable | If 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. | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
Singleton | If 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 SymbolPrefix). The library remains loaded as long as Godot is running. Note: A singleton library cannot be Reloadable. | |
SymbolPrefix | The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its gdnative_init function as godot_gdnative_init by default. On platforms that require statically linking libraries (currently only iOS), each library must have a different symbol_prefix. |