You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Not sure whether if there's something else I should be setting in the exporter.
Another thing that isn't clear is how to best communicate between the embedded Godot view and the native app (and vice-versa). For example, to pass a username down into the Godot view, and have the scores from the mini-games bubble back up to the main application. I can file that as a separate issue if easier to track.
The text was updated successfully, but these errors were encountered:
I like the direction it's going vs. the Unity embedding model that only works full-screen. FWIW, in my test app, I'm embedding it in SwiftUI inside the Tab item of a tab bar.
I'm evaluating whether I can use
libgodot
as a canvas for mini-games inside a SwiftUI app on iOS/iPadOS.The .pck files are loading fine and showing, but no touch input is being processed. Godot-defined interactive elements don't appear to work.
I've tried testing with two separate Godot 4 projects:
Not sure whether if there's something else I should be setting in the exporter.
Another thing that isn't clear is how to best communicate between the embedded Godot view and the native app (and vice-versa). For example, to pass a username down into the Godot view, and have the scores from the mini-games bubble back up to the main application. I can file that as a separate issue if easier to track.
The text was updated successfully, but these errors were encountered: