List of Android Modules

Shin-NiLShin-NiL Posts: 99Moderator
edited June 26 in Resources

As this seems to be a recurring topic, especially among newcomers, I am listing here the modules that I know for the Android platform. Keep in mind that to use these modules you will need to recompile the engine.

Ads
Admob - https://github.com/jlopezcur/GodotAdmob *
Admob - https://github.com/Shin-NiL/bbAdmob *
Appodeal - https://github.com/carlosmarti/GodotAppodeal *
Adbuddiz - https://bitbucket.org/reTTT/godotadbuddiz
Chartboost - https://bitbucket.org/reTTT/godotchartboost *
Chartboost - https://github.com/beocat/mamau_chartboost *
Heyzap - https://github.com/Shin-NiL/GodotHeyzap *
Admob (Firebase) - https://github.com/FrogLogics/GodotFireBase

Google Play Game Services
https://github.com/ranmaru90/Play-Game-Services-Android-Module-for-Godot
https://github.com/jlopezcur/GodotGooglePlayGameServices *
https://github.com/FrogLogics/GodotFireBase

Analytics
https://github.com/jlopezcur/GodotGoogleAnalytics
https://github.com/FrogLogics/GodotFireBase

Misc
Text Sharing - https://github.com/jlopezcur/GodotShare
Facebook App Invite - https://github.com/Shin-NiL/shinnilfb *
Speech-To-Text - https://github.com/literaldumb/Godot-SpeechToText
Vibration - https://github.com/literaldumb/GodotVibrate
Text-To-Speech - https://github.com/literaldumb/GodotToast
Custom speech to text - https://github.com/literaldumb/Godot-CustomSpeech
Module for requesting runtime Android permissions - https://github.com/vanyasem/Godot-AndroidPermissions
Module for sharing images on Android - https://github.com/vanyasem/Godot-ShareImage

* Tested by me and working fine on Godot 2.1


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Comments

  • ronron Posts: 16Member

    Hi Ive been trying to get the chartboost modules working but I haven't been able to get ads to work. I would like to use them on IOS, do I need to recompile Godot on a mac or can it be done on windows and then bring the compiled game over to xcode?

    Thanks for the help.

  • KioriKiori Posts: 207Admin
    edited November 2016

    As per this post here.
    Shin-Nil has done tuts on admob and appodeal in his blog, maybe that's a start for you. ;)

  • ronron Posts: 16Member

    @Kiori said:
    As per this post here.
    Shin-Nil has done tuts on admob and appodeal in his blog, maybe that's a start for you. ;)

    Hey thank you. When I did a search of this forum that did not show up. I appreciate the help.

  • ronron Posts: 16Member

    That was not exactly what I was asking about. I am more interested in the compilation of the chartboost modules for IOS not android.

  • Shin-NiLShin-NiL Posts: 99Moderator
    I'm not 100% sure, but I think you'll need to compile the engine (without tools) to get your custom ios template on a mac.

    http://docs.godotengine.org/en/stable/reference/compiling_for_ios.html

    http://docs.godotengine.org/en/stable/tutorials/asset_pipeline/exporting_for_ios.html
  • ronron Posts: 16Member

    You know I thought the framework had to be integrated through xcode and not the export module. So maybe thats where I am messing up. Thanks for the the help.

  • ronron Posts: 16Member

    I finally was able to get chartboost working on an iPhone. Thank you for all of your help. Here are the steps I did to get it to work so if questions come up again about this.

    1) Download Godot 2.1 source.
    2) Download mamau_chartboost source.
    3) Add mamau_chartboost to Godot source folder per the instruction on the mamau_chartboost github page.
    4) Compile Godot per Godot's direction for OSX.
    5) Compile the Godot IOS template.
    6) Setup a chartboost account and get the app id and app signature.
    7) Add both the app id and app signature to the engine.cfg in the mamau_chartboost example per instructions. They must be in quotes.
    8) Load mamau_chartboost example and export it per Godot's IOS export directions.
    9) Setup and compile in Xcode per Godot's directions.
    10) Load onto iPhone

  • Shin-NiLShin-NiL Posts: 99Moderator

    So the process is very similar to Android's. Thanks for sharing.

  • FlorixFlorix Posts: 33Member

    I would like to use some ads that works on ios too...Does appodeal work on there? I woul like to have my app on android store and ios store as well to have ads in those.

  • Shin-NiLShin-NiL Posts: 99Moderator

    Unfortunately the Appodeal module listed here is Android only.

    One thing that the Godot community members can do is ask Appodeal for an official Godot support (Android & ios) since they offer official integration for various engines. If there is a demand, I am sure they will attend the request.

  • FlorixFlorix Posts: 33Member

    yes it is a great idea. I've done it for mopub but they rejected it. I think you could make a post on the facebook group so more people sees it.

  • Shin-NiLShin-NiL Posts: 99Moderator
    edited November 2016

    I just asked them (Appodeal) on the chat. They said they will ask theirs developers about that and return me later.

  • FlorixFlorix Posts: 33Member

    I asked them too
    they contacted me via email to ask for my app link. Don't know what they wanted it. however I told them to have an official module by them to work well on android and ios would be awesome cause at the moment there is a lack of this.

  • Shin-NiLShin-NiL Posts: 99Moderator

    After some waiting, here's the response:

    Hello! We don't have a plan to release Appodeal godot plugin in near future, but probably we will make it with time.

  • FlorixFlorix Posts: 33Member

    @Shin-NiL said:
    After some waiting, here's the response:

    Hello! We don't have a plan to release Appodeal godot plugin in near future, but probably we will make it with time.

    Hi Shin-Nil, i would love to try use this module in my app but i really don't know how to compile it? If you have one ready could you give me ? or make it one if it is not really disturbing or time wasting? Thanks

  • Shin-NiLShin-NiL Posts: 99Moderator

    You can find precompiled templates for Appodeal (Android only) in this post.

  • FlorixFlorix Posts: 33Member

    Do you know what of them does work in witch states?
    How to check region work, i'm in italy and some don't work. Can't use admob.

  • FlorixFlorix Posts: 33Member

    Are there chartboost compiled template already made? I can't make those :(

  • Shin-NiLShin-NiL Posts: 99Moderator

    The only thing you can do is check if the ad is loaded. If not you can wait some time and try again later. Unfortunately we can't do much about this. I have no precompiled template using chartboost right now :(

  • Shin-NiLShin-NiL Posts: 99Moderator

    @Florix I just compiled mamau_chartboost for Godot 2.1.1 and Chartboost 6.5.1. Please note that I've only compiled, not tested at all. Don't forget to check the official documentation.

    godot_2.1.1-chartboost_6.5.1.zip

  • Shin-NiLShin-NiL Posts: 99Moderator

    One new option for ads available, Heyzap!

  • FrogLogicsFrogLogics Posts: 9Member

    AdMob (Banner / Interstitial / Rewarded Video)

    https://github.com/FrogLogics/GodotFireBase

  • Shin-NiLShin-NiL Posts: 99Moderator

    Thanks @FrogLogics, firt post updated.

  • FlorixFlorix Posts: 33Member

    have someone template for iOS for chartboost? I would like to use ads on iOS too so, do I need to compile only the templates or the engine too?

  • Shin-NiLShin-NiL Posts: 99Moderator

    The template itself includes the whole engine (except editor). Maybe @ron 's instructions can help:

    @ron said:
    I finally was able to get chartboost working on an iPhone. Thank you for all of your help. Here are the steps I did to get it to work so if questions come up again about this.

    1) Download Godot 2.1 source.
    2) Download mamau_chartboost source.
    3) Add mamau_chartboost to Godot source folder per the instruction on the mamau_chartboost github page.
    4) Compile Godot per Godot's direction for OSX.
    5) Compile the Godot IOS template.
    6) Setup a chartboost account and get the app id and app signature.
    7) Add both the app id and app signature to the engine.cfg in the mamau_chartboost example per instructions. They must be in quotes.
    8) Load mamau_chartboost example and export it per Godot's IOS export directions.
    9) Setup and compile in Xcode per Godot's directions.
    10) Load onto iPhone

  • ronron Posts: 16Member

    @Florix said:
    have someone template for iOS for chartboost? I would like to use ads on iOS too so, do I need to compile only the templates or the engine too?

    Yes just follow my instructions I posted earlier. Its very easy to do.

  • FlorixFlorix Posts: 33Member

    Ok, i've made these steps:
    1-i've downloaded the 2.1 of godot engine from github.
    2-Downloaded the root of chartboost from mamau_github that extracted gave "mamau_chartboost-master" in withch there was the folder "mamau_chartboost" that i putted in the "module"folder in the engines root folder.
    3-Downloaded the sdk for mac from chartboost and added the file "Chartboost.framework" in "godot-2.1/modules/mamau_chartboost/ios/lib", without deleting the file "Add Chartboost.framework here".
    4- Open terminal in the root of the engine and typed "scons p=iphone target = release"
    5-Now? I have to make a 64 bit executable for apple right?

  • FlorixFlorix Posts: 33Member

    Tryid this afterward :
    scons p=iphone tools=no bits=32 target=release arch=arm
    scons p=iphone tools=no bits=64 target=release arch=arm64
    lipo -create bin/godot.iphone.opt.32 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal
    first two gone well i think, even if the second one tool a little while....but the third line of command terminates with fatal error because those two files in bin does not exist....so? thank you

  • Shin-NiLShin-NiL Posts: 99Moderator
    edited April 11

    Hello there @Florix, to keep the post topic and to be easier for the iOS developers help you I think you should create a new thread about that question ;)

  • vanyasemvanyasem Posts: 1Member

    I would like to share my Android modules:
    https://github.com/vanyasem/Godot-AndroidPermissions - Godot Module for requesting runtime Android permissions
    https://github.com/vanyasem/Godot-ShareImage - Godot Module for sharing images on Android

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