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Some thoughts on godot-iap #146
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After running into many issues while trying to implement godot-iap in Godot 4.6.2, I think it needs some love in the UX department. My main reason for using it was that it supports StoreKit2 - while the officially supported plugin uses v1, afaik. Here's my experience trying to use godot-iap.
I'm not sure where to place the blame on these issues; Godot itself or the plugin implementation. Hopefully these issues can be ironed out over time either way. |
Replies: 3 comments 1 reply
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Thanks for the detailed notes. The Windows editor/dummy library point is not something I want to treat as Windows IAP support, since godot-iap currently targets iOS and Android for native purchases. The iOS export points are valid though. I am treating this as a godot-iap UX improvement:
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Opened PR #148 for the iOS export fixes: #148 This updates the Godot export plugin to register I also verified the path locally with a Godot iOS export/archive/IPA and an |
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Following up on this — the iOS export fixes from #148 shipped and are still in place. Verified against the current release (
On the Windows editor errors: godot-iap targets iOS and Android for native purchases, so the desktop editor has no library to load there. That is why the dummy- @Landeplage if you get a chance to try Thanks again for taking the time to write up the whole experience; it turned into a real fix. |
Opened PR #148 for the iOS export fixes: #148
This updates the Godot export plugin to register
GodotIap.frameworkandSwiftGodotRuntime.frameworkautomatically, ships the post-export fixer in the release artifact, restores missing frameworkInfo.plistfiles, normalizes Xcode framework references, and updates the docs.I also verified the path locally with a Godot iOS export/archive/IPA and an
xcodebuildbuild after running the fallback fixer.