iOS Deeplink Plugin
by cengiz-pz
Deeplink Plugin
Deeplink plugin allows processing of iOS application links that enable direct navigation to requested app content.
For Android version, visit https://github.com/cengiz-pz/godot-android-deeplink-plugin .
Prerequisites
Follow instructions on the following page to prepare for iOS export:
Follow instructions on the following page to associate your Godot app with your web domain:
Installation
There are 2 ways to install the Deeplink
plugin into your project:
- Through the Godot Editor's AssetLib
- Manually by downloading archives from Github
Installing via AssetLib
Steps:
- search for and select the
Deeplink
plugin in Godot Editor - click
Download
button - on the installation dialog...
- keep
Change Install Folder
setting pointing to your project's root directory - keep
Ignore asset root
checkbox checked - click
Install
button
- keep
- enable the addon via the
Plugins
tab ofProject->Project Settings...
menu, in the Godot Editor - enable the plugin via the
iOS
section ofProject->Export...
menu, in the Godot Editor
Installing manually
Steps:
- download release archive from Github
- unzip the release archive
- copy to your Godot project's root directory
- enable the addon via the
Plugins
tab ofProject->Project Settings...
menu, in the Godot Editor - enable the plugin via the
iOS
section ofProject->Export...
menu, in the Godot Editor
Usage
- Add
Deeplink
nodes to your scene per URL association and follow the following steps:- set the required field on each
Deeplink
nodescheme
host
path prefix
- note that
scheme
,host
, andpath prefix
must all match for a URI to be processed by the app- leave
path prefix
empty to process all paths inhost
- leave
- set the required field on each
- register a listener for the
deeplink_received
signal- process
url
,scheme
,host
, andpath
data from the signal
- process
- invoke the
initialize()
method at startup - alternatively, use the following methods to get most recent deeplink data:
get_link_url()
-> full URL for the deeplinkget_link_scheme()
-> scheme for the deeplink (ie. 'https')get_link_host()
-> host for the deeplink (ie. 'www.example.com')get_link_path()
-> path for the deeplink (the part that comes after host)
- additional methods:
is_domain_associated(a_domain: String)
-> returns true if your application is correctly associated with the given domain on the tested device- ! this method is not supported on iOS !
iOS Export
- Make sure that the scene that contains your Deeplink nodes is selected in the Godot Editor when building and exporting for iOS
- Close other scenes to make sure
- Deeplink nodes will be searched in the scene that is currently open in the Godot Editor
Android export requires several configuration settings.
File-based Export Configuration
In order to enable file-based export configuration, an export.cfg
file should be placed in the addons/DeeplinkPlugin
directory. The export.cfg
configuration file may contain multiple deeplink configurations. The scheme
and host
properties are mandatory for each deeplink configuration.
The following is a sample export.cfg
file:
[Deeplink1]
scheme = "https"
host = "www.example.com"
[Deeplink2]
scheme = "https"
host = "www.example2.com"
Node-based Export Configuration
If export.cfg
file is not found or file-based configuration fails, then the plugin will attempt to load node-based configuration.
During iOS export, the plugin searches for Deeplink
nodes in the scene that is open in the Godot Editor. If none found, then the plugin searches for Deeplink
nodes in the project's main scene. Therefore;
- Make sure that the scene that contains the
Deeplink
node(s) is selected in the Godot Editor when building and exporting for Android, or - Make sure that your Godot project's main scene contains an
Deeplink
node(s).
Running demo
- After exporting demo application to an Xcode project, Xcode will require an account to be added.
- Add an account via Xcode->Settings...->Accounts
Troubleshooting
Unhandled Deeplinks
If your game is not handling your deeplinks, then make sure to revisit the Prerequisites section.
XCode logs
XCode logs are one of the best tools for troubleshooting unexpected behavior. View XCode logs while running your game to troubleshoot any issues.
Troubleshooting guide
Refer to Godot's Troubleshooting Guide.
Credits
Developed by Cengiz
Based on: Godot iOS Plugin Template
Original repository: Godot iOS Deeplink Plugin
Contribution
This section provides information on how to build the plugin for contributors.
Prerequisites
Build
- Run
./script/build.sh -A <godot version>
initially to run a full build - Run
./script/build.sh -cgA <godot version>
to clean, redownload Godot, and rebuild - Run
./script/build.sh -ca
to clean and build without redownloading Godot - Run
./script/build.sh -cb -z4.0
to clean and build plugin without redownloading Godot and package in a zip archive as version 4.0 - Run
./script/build.sh -h
for more information on the build script
Install Script
- Run
./script/install.sh -t <target directory> -z <path to zip file>
install plugin to a Godot project. - Example
./script/install.sh -t demo -z bin/release/DeeplinkPlugin-v4.0.zip
to install to demo app.
Git addon submodule
Creating
git submodule add -b main --force --name addon https://github.com/cengiz-pz/godot-deeplink-addon.git addon
Updating
- Remove
addon
directory - Run
git submodule update --remote --merge
Libraries
Library archives will be created in the bin/release
directory.
All Plugins
Download
Support
If you need help or have questions about this plugin, please contact the author.
Contact Author