Share Plugin allows sharing of text and images on Android and iOS platforms.
Features:
- Share with other apps on Android and iOS
- Allows sharing of
- Text
- Images
- Other files
Uninstall previous versions before installing. If using both Android & iOS, ensure same addon interface version.
Options:
- AssetLib
- Search for
In-app Review - Click
Download→Install - Install to project root,
Ignore asset rootchecked - Enable via Project → Project Settings → Plugins
- For iOS, also enable via the export settings
- Ignore file conflict warnings for GDScript interface files when installing both versions
- Search for
- Manual
- Download release from GitHub
- Unzip to project root
- Enable via Project → Project Settings → Plugins
- For iOS, also enable via the export settings
Add a Share node to your scene and follow the following steps:
- use one of the following methods of the
Sharenode to share text or images: -share_text(title, subject, content)-share_image(full_path_for_saved_image_file, title, subject, content)- Note that the image you want to share must be saved under theuser://virtual directory in order to be accessible. TheOS.get_user_data_dir()method can be used to get the absolute path for theuser://directory. See the implementation ofshare_viewport()method for sample code. -share_viewport(viewport, title, subject, content)
share_completed: Emitted when shared item is sent on iOS. On Android, emitted when a share target is selected on the chooser screen.share_canceled: Emitted when user does not send shared item on iOS. On Android, emitted when user returns to app without making a selection on chooser screen within threshold milliseconds (default threshold is 5000ms).share_failed: Emitted when a failure that prevents sharing occurs.
Note: On Android, share_completed signal does not mean that the user actually sent the shared item.
- Package name In your project's Android export settings, remove/replace the
$gennametoken from thepackage/unique_name - Build: Create custom Android gradle build.
- Registration: App must be registered with the Google Play.
- Troubleshooting:
- Logs:
adb logcat | grep 'godot'(Linux),adb.exe logcat | select-string "godot"(Windows) - Also check out: https://docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html#troubleshooting
- Logs:
- Troubleshooting:
- View XCode logs while running the game for troubleshooting.
- See Godot iOS Export Troubleshooting.
- Export settings: Plugin must be enabled also in the export settings.
| Plugin | Android | iOS | Free | Open Source | License |
|---|---|---|---|---|---|
| Notification Scheduler | ✅ | ✅ | ✅ | ✅ | MIT |
| Admob | ✅ | ✅ | ✅ | ✅ | MIT |
| Deeplink | ✅ | ✅ | ✅ | ✅ | MIT |
| Share | ✅ | ✅ | ✅ | ✅ | MIT |
| In-App Review | ✅ | ✅ | ✅ | ✅ | MIT |
Developed by Cengiz
Android part is based on Shin-NiL's Godot Share plugin
iOS part is based on on: Godot iOS Plugin Template
Original repository: Godot Share Plugin
This section provides information on how to build the plugin for contributors.
The common/config.properties file allows for the configuration of:
- The name of the main plugin node in Godot
- Plugin version
- Version of Godot that the plugin depends on
- Release type of the Godot version to download (ie. stable, dev6, or beta3)
Among other settings, the ios/config/config.properties file allows for the configuration of:
- The target iOS platform version
- Valid/compatible Godot versions
- Run
./script/build.sh -R-- creates all 3 archives in the./releasedirectory
iOS build script can be run directly as shown in the examples below.
- Run
./ios/script/build.sh -Ainitially to run a full build - Run
./ios/script/build.sh -cgAto clean, redownload Godot, and rebuild - Run
./ios/script/build.sh -cato clean and build without redownloading Godot - Run
./ios/script/build.sh -cbzto clean and build plugin without redownloading Godot and package in a zip archive - Run
./ios/script/build.sh -hfor more information on the build script
Alternatively, iOS build script can be run through the root-level build script as follows
- Run
./script/build.sh -i -- -cbzto clean and build plugin without redownloading Godot and package in a zip archive - Run
./script/build.sh -i -- -hfor more information on the build script
- Run
./ios/script/install.sh -t <target directory> -z <path to zip file>install plugin to a Godot project. - Example
./ios/script/install.sh -t demo -z build/release/ThisPlugin-v4.0.zipto install to demo app.
Library archives will be created in the build/release directory.
The android/gradle/lib.versions.toml contains:
- Gradle plugins and their versions
- Library dependencies and their versions
Options:
- Use Android Studio to build via Build->Assemble Project menu
- Switch Active Build Variant to release and repeat
- Run packageDistribution task to create release archive
- Use project-root-level build.sh script
./script/build.sh -ca- clean existing build, do a debug build for Android./script/build.sh -carz- clean existing build, do a release build for Android, and create release archive in theandroid/<plugin-name>/build/distdirectory

