AppLovin MAX Godot plugin for Android and iOS. We currently only support Godot 4.x.
You may find our plugin on the Godot Asset Library.
We have an example scene Main.gd
in /addons/applovin_max/Example/Scenes
that shows an example integration of our APIs.
For information on how to use our plugin in your GDScripts, check out our integration docs here.
This section will provide the instructions on how to add the plugin to your Godot project and how to set up your Xcode and Android Studio projects.
-
Download the assets from the Godot Asset Library or directly from this repo with the
/addons
,/ios
,/android
directories. -
In your Godot project, your
//res:
directory should look like this:
- In the Godot editor, open the
Export
window from theProject
menu. When theExport
window opens, clickAdd..
and selectiOS
.
- The
App Store Team ID
and(Bundle) Identifier
options in theApplication
category are required.
- In the
Plugins
category, theApp Lovin Max
checkbox must be enabled.
- Click on
Export Project...
.
Note: You will see the export "fail" and see the error [Xcode Build]: Xcode project build failed, see editor log for details
.
- This is an expected error, as the AppLovinSDK.framework is not included in the plugin by default. The reasoning behind this is to leverage Cocoapods to manage the iOS dependencies such as other ad network SDKs and our mediation adapters for them.
- We have future plans to help streamline this process.
- Once the project has exported, create a Podfile in the same directory as your Xcode project (
.xcodeproj
). We have included an example Podfile in the top level directory of the repo.
- To add other networks and their dependencies, please visit Preparing Mediated Networks. This tool will automatically generate the Podfile code.
- Note: Your Xcode project will not run by default as noted before until you run the next step.
- Finally, to install our AppLovinSDK and your dependencies, run the following on your command line tool:
pod install --repo-update
Tip:
Removing the need to export repeatedly
Check out the Active development considerations
section in Godot's Exporting for iOS doc.
This will allow you to make changes to your game code without having to export to Xcode again. You can simply make changes in Godot and run your build in your Xcode project immediately after.
- Requirement: please read Godot's Exporting for Android on how to setup your Godot project for Android.
- In the Godot editor, click on
Install Android Build Template...
from the Project menu. ClickInstall
. - In the Godot editor, open the
Export
window from theProject
menu. When theExport
window opens, clickAdd..
and selectAndroid
. - In the
Plugins
category,App Lovin Max
checkbox must be enabled.
- Click on
Export Project...
- Open the Android Studio project. By default, it will be in
<GODOT_PROJECT>/android/build
folder.
- Note: Your Android Studio project will not run properly by default.
- Godot can fail to export our plugin AAR to the Android Studio project. We will be using Gradle for dependency management. See Step 7 and onwards.
- As mentioned before, Godot can also fail to export your package name properly. See Other considerations.
- Copy the
AppLovin-MAX-Godot-Plugin.aar
in<GODOT_PROJECT>/android/plugins/AppLovin-MAX-Godot-Plugin
to thelibs
directory in<GODOT_PROJECT>/android/build/libs
. - In the
build.gradle
, add the following line in thedependencies
code block:
implementation 'com.applovin:applovin-sdk:+'
- To add other networks and their dependencies, please visit Preparing Mediated Networks. This tool will automatically generate the gradle code.
- In the
AndroidManifest.xml
, in the.GodotApp
activity entry, change theandroid:launchMode
attribute value fromsingleInstance
tosingleTask
.
This repo contains the following:
The root-level of this repo is structured to provide the official plugin and assets to Godot Asset Library:
- The Godot plugin source code is located in
addons/applovin_max
. - The official Android Godot plugin
aar
library andgdap
configuration file is located inandroid/plugins/AppLovin-MAX-Godot-Plugin
- The official iOS Godot plugin
.a
library and.gdip
configuration file is located inios/plugins/AppLovin-MAX-Godot-Plugin
The root-level of this repo contains a Godot Example project used to develop and export the Example project (with the AppLovin-MAX-Godot plugin) to Xcode and Android Studio. Files/Folders:
- project.godot, Open the project in the Godot IDE
- addons/applovin_max/, contains the official AppLovin-MAX-Godot plugin gdscripts.
- addons/applovin_max/Example, contains the Example project's main scene (
main.tscn
) and source code (main.gd
) - export_presets.cfg, Export Configuration file. Used for exporting to Xcode/Android Studio.
- For Xcode, the export path is already defined to 'Example-Xcode-Project/`.
- For Android, you must first install the Android Studio Build Template under the Project options which will create the Android Studio project in
android/build
. Godot does not directly export to Android Studio; the export action essentially updates the build template project.
- android/build/, as noted above, this is the Android Studio project for the Godot Example project. You must first install the Android Studio Build Template under the Project options to generate the project.
- Example-Xcode-Project/, export in the Godot IDE to generate the Xcode Project for the Godot Example project.
The root-level and Source/iOS
of this repo contains the Xcode workspace needed to build and develop the iOS AppLovin-MAX-Godot-Plugin
.
- AppLovin-MAX-Godot.xcworkspace, workspace contains both the
AppLovin-MAX-Godot-Plugin
xcodeproj and theExample
xcodeproj (if available/exported). - Podfile, run
pod install
to add theAppLovinSDK
dependency to workspace. This is where additional ad networks/adapters can be added to theExample
xcodeproj. - Source/iOS/AppLovin-MAX-Godot-Plugin, contains the iOS plugin source code.
- Source/iOS/build, used by the
godot_plugin.py
script to build the plugin.a
library and its intermediaries. - Example-Xcode-Project, by default, this will use the official iOS plugin, but the dependency can be updated to use the local
AppLovin-MAX-Godot-Plugin.xcodeproj
version.
The Source/Android
of this repo contains Android Studio project needed to build and develop the Android AppLovin-MAX-Godot-Plugin
.
- Source/Android, the Android Studio project contains the plugins source files and its
build.gradle
references the necessary dependencies on thegodot-lib.aar
and AppLovinSDKaar
. Note: as of Godot 4.3, the latest Java supported is Java 17.
This scripts standardizes the build and development process of the iOS and Android plugins. Please use Python 3.x to run the script.
Prepares the working space for iOS and Android development. Steps 2/4/5 prepares iOS; Step 3 prepares Android.
This command does the following:
- Cleans the working space and removes artifacts generated by previous builds or downloads.
- Downloads the
godot engine
source code using the given<GODOT_VERSION>
. - Downloads the official Godot Android library using the given
<GODOT_VERSION>
. - Generates the godot engine's iOS headers so the plugin may reference them.
- Runs
pod install
for AppLovin-MAX-Godot.xcworkspace and installs theAppLovinSDK
dependency.
Builds the iOS plugin to ios/plugins/AppLovin-MAX-Godot-Plugin
.
Builds the Android plugin to android/plugins/AppLovin-MAX-Godot-Plugin
MIT