Hi Migeran team,
I am working on a game project that uses React Native for launcher and Godot as the core game scene. Our architecture has a core logic engine written in Rust integrated to Godot via GDExtension.
On Android, when the libgodot runtime loads our extension, It crashes due to mismatching signature of RenderingServer:set_boot_image between standard godot vs Migeran godot extension API.
From my finding, the signature change is required as libgodot's embedded mode needs specifying the new WindowID parameter. I've successfully integrated our extension by a custom patch that overrides hash signature, but the build pipeline is bit more complex than expected.
From downstream perspective, I think libgodot should extend the extension API via a new method like RenderingServer:set_boot_image_with_window instead of overriding the original function. This will help other integration being more seamless like our usecase.
Hi Migeran team,
I am working on a game project that uses React Native for launcher and Godot as the core game scene. Our architecture has a core logic engine written in Rust integrated to Godot via GDExtension.
On Android, when the libgodot runtime loads our extension, It crashes due to mismatching signature of
RenderingServer:set_boot_imagebetween standard godot vs Migeran godot extension API.From my finding, the signature change is required as libgodot's embedded mode needs specifying the new
WindowIDparameter. I've successfully integrated our extension by a custom patch that overrides hash signature, but the build pipeline is bit more complex than expected.From downstream perspective, I think libgodot should extend the extension API via a new method like
RenderingServer:set_boot_image_with_windowinstead of overriding the original function. This will help other integration being more seamless like our usecase.