reckfellENGINE

Native integration on iOS

Game export, plugins and template builds: choose the required workflow.

Use this section when an iOS project needs a native library or platform API. Exporting a game and building engine templates are separate tasks.

TaskStart here
Package a game as an iOS/Xcode projectExporting for iOS.
Install or implement a native pluginiOS plugins: .gdip, binary selection, dependencies and a C# bridge.
Change engine code or rebuild templatesBuilding iOS templates.

An iOS plugin is linked into the exported application. Copying its files into the project does not load iOS code into the Windows, Linux or macOS editor. Its exported configuration name also does not automatically become an Engine singleton: the native implementation must register the API it exposes.

Before integrating a plugin, obtain its supported Reckfell build, iOS/device/simulator targets, native dependencies and initialization contract. Test an actual exported application on the target device. A parsed config, successful desktop C# build or working editor preview does not establish iOS compatibility. In particular, the documentation's Windows bridge test is not proof of C# publishing or execution on iOS.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.