godotengine / godot-ios-plugins

MIT License
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Policy for contributing more plugins #10

Open extrawurst opened 3 years ago

extrawurst commented 3 years ago

I wrote a plugin now that allows access to iOS native api UIImpactFeedbackGenerator (nicer haptics than regular vibration). I was wondering whether this might be something worth adding to the official plugins repo since it is only giving access to iOS native API and no third party stuff.

if this is welcomed I can make it a PR.

naithar commented 3 years ago

@akien-mga I think we should come up with some way to include new plugins into this repo, but I'm not really sure how to make it work.

akien-mga commented 3 years ago

It's mostly up to you as maintainer, but IMO we can add more first-party plugins here which give access to native iOS APIs, as long as the implementation seems easy enough to maintain. We can also aim to grow the team of maintainers of iOS plugins here to ensure that it's manageable.

Plugins for third-party APIs should likely stay separate and distributed via community repositories.

extrawurst commented 3 years ago

btw. I put the plugin now in a GitHub repo, we can migrate it whenever we want: https://github.com/extrawurst/godot-ios-impact-plugin

naithar commented 3 years ago

@akien-mga got it, thanks :)

@extrawurst I'll wait for your PR then. And don't forget to modify SConstruct and release scripts to support new plugin.

extrawurst commented 3 years ago

@naithar I have a question though, where do I need to add documentation for whatever api I am adding? can't find that in here.

naithar commented 3 years ago

For now every plugin has it's own README file with description and API, ex: https://github.com/godotengine/godot-ios-plugins/blob/master/plugins/apn/README.md. But if you have any idea how to make it work better, I'm open to suggestions.