-
Is this functionality supported on Mac OS? I've run the README test.c example, after changing:
```
#include
#include
```
to
```
#include
#include
```
as it seems the header file…
-
I created a NativeScript like [this](https://i.stack.imgur.com/qbizL.png) (please click on the link to view the image).
After I created NativeScript, I get this [error](https://i.stack.imgur.com/fI…
-
Using the example (pong.go), made a shorter version, but when trying to run it from Godot, gives the error:
```
> ERROR: open_dynamic_library: Can't open dynamic library: /Apps/GODOT/3.0/PRJS/g…
lstep updated
6 years ago
-
(Apologize I removed out template text, as initially I will file the issue at GDNative-demos repo, but think again this place is more suitable. Anyway I include much of the info I think you might need…
-
**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
linux, godot3 tip
**Issue description:**
The godot binary is missing Variant? symbols, when compiled
…
capnm updated
6 years ago
-
Godot 3.0 master
Just tried to open the project, and it crashed with the following call stack.
The script doesn't even references that class, as there is no .gdns referring to it, but it still get…
-
**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
Master...
**Issue description:**
Opened an issue for tracking purposes. Gdnative version of scene import…
-
This project is meant for Godot 3.0, is it not? It is possible that I made a mistake, but it seems to me, that it is not up to date with Godots gdnative sourcecode.
````
$ make generate_gdnative_cff…
-
**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
Godot 3.0, master branch
**Issue description:**
Really I don't know is it bug or there is some undocumen…
-
Why do users have to use an External IDE in order to use C++
If Godot's IDE supports C#, why can't it support C++ as well?