- Clone repository to any folder with
git clone --recursive https://github.com/DmitriySalnikov/GodotRemote.git
(you needgit
installed) or just download this repository but not all parameters will work correctly - Configure environment to build editor or gdnative library
- copy
godot_remote
folder to themodules/
directory or make symlink or usecustom_modules=[path to godot_remote folder]
argument - compile the engine according to the instructions in the Godot documentation with an additional argument
module_godot_remote_enabled=yes
(e.g.scons p=windows tools=yes module_godot_remote_enabled=yes -j[place here count of your CPU threads]
) - run
bin/godot[based on config]
If everything compiles successfully, you'll find a new category in project settings Debug/Godot Remote
where you can configure the server.
- (Optional)
- Generate
api.json
for GDNative api.bin/godot --gdnative-generate-json-api api.json
- Copy
api.json
to the root directory of this repository (or just use existing one fromgodot-cpp/godot-headers
folder)
- Generate
- Compile godot-cpp (e.g. in
godot-cpp
directory runscons generate_bindings=true platform=windows target=release bits=64 -j8 custom_api_file="../api.json"
(removecustom_api_file
argument if using default one)) - Compile module for your platform (Available platforms: windows, osx, linux, ios, android. Tested and verified platforms: windows, linux)
- For android: Run in root directory
[path to your android ndk root dir]/ndk-build NDK_PROJECT_PATH=. APP_BUILD_SCRIPT=Android.mk APP_PLATFORM=android-21
(currently broken) - For all other platforms:
scons platform=[your platform] target=release -j8
- For android: Run in root directory
- Use produced library in
bin/
GDNative has limitations so here GodotRemote
is not a singleton and you need to create autoload NativeScript for GodotRemote
class. Also there is no any settings in Debug/Godot Remote
.
Enum constants in this version changed too (see API.md )
Currently, the GDNative version does not support the assignment of sensor data, so the editor will not support accelerometer, gyroscope, etc. Also, this version may fail at any time.
If GDNative becomes more stable, I will add the necessary code to easily integrate this module into any project, but now it just works.. sometimes.
Also module has additional compilation parameters
Parameter | Default Value | Description |
---|---|---|
godot_remote_disable_server | no | Disable server. |
godot_remote_disable_client | no | Disable client. |
godot_remote_no_default_resources | no | Remove default resources. (notification icons, background "no signal", etc) |
godot_remote_auto_connection_enabled | yes | Enable auto connection mode using UDP broadcasting. |
godot_remote_libjpeg_turbo_enabled | yes | Enable libjpeg-turbo integration. (much faster than default jpge.cpp) |
godot_remote_h264_enabled | yes | Enable H264 codec integration. (default codec is OpenH264) |
godot_remote_use_sse2 | yes | Use SSE2 to convert YUV to RGB for the H264 codec. Only on PC and without libjpeg-turbo. |
godot_remote_tracy_enabled | no | Enable tracy profiler integration. |
scons platform=windows target=release -j8 godot_remote_h264_enabled=no godot_remote_libjpeg_turbo_enabled=no