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I really like we're completely baseing this on gradle now, it seems like we're simplifying the build system for Android.
Once the upstream PR gets merged, mind having a look at the examples on the GDNative repo and adding the code to compile the basic examples on Android for that so people can see it works this way?
…n architecture. This transforms the original project into an Android library project, which has the nice side effect of simplifying integration with Android Studio and gradle.
In the process, we update the build dependencies to include a `compileOnly` dependency on the godot library aar file as it will be provided at runtime by the host Godot apk.
…hared libs, plugin binary).
… from project source code.
These will be used by the nativescript and jni accessors to provide the plugin functionality to their respective environments.
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@NeoSpark314 @BastiaanOlij I've created a |
@BastiaanOlij Can you point me to the examples on the GDNative repo. |
Probably getting |
Refactor of the Oculus mobile plugin to match the newly proposed Godot Android plugin architecture (PR godotengine/godot#33682).
In addition:
Note: This is still a WIP with numerous missing parts (including updated documentation). I'm putting it early for review to start the conversation about the new architecture.