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The .gdextension file

Introduction

The .gdextension file in your project contains the instructions for how to load the GDExtension. The instructions are separated into specific sections. This page should give you a quick overview of the different options available to you. For an introduction how to get started with GDExtensions take a look at the GDExtension C++ example.

Configuration section

PropertyTypeDescription
entry_symbolStringName of the entry function for initializing the GDExtension. This function should be defined in the register_types.cpp file when using godot-cpp. Adding this is necessary for the extension to work.
compatibility_minimumStringMinimum compatible version. This prevents older versions of Godot from loading extensions that depend on features from newer versions of Godot. Only supported in Godot 4.1 or later
compatibility_maximumStringMaximum compatible version. This prevents newer versions of Godot from loading the extension. Only supported in Godot 4.3 or later
reloadableBooleanReloads the extension upon recompilation. Reloading is supported for the godot-cpp binding in Godot 4.2 or later. Other language bindings may or may not support it as well. This flag should be mainly used for developing or debugging an extension.
android_aar_pluginBooleanThe GDExtension is part of a Godot Android plugins. During export this flag will indicate to the editor that the GDExtension native shared libraries are exported by the Android plugin AAR binaries.

Libraries section

In this section you can set the paths to the compiled binaries of your GDExtension libraries. By specifying feature flags you can filter which version should be loaded and exported with your game depending on which feature flags are active. Every feature flag must match to Godot's feature flags or your custom export flags to be loaded in an exported game. For instance macos.debug means that it will be loaded if Godot has both the macos and debug flag active. Each line of the section is evaluated from top to bottom.

Here is an example of what that can look like:

none
[libraries]

macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
macos.release = "res://bin/libgdexample.macos.template_release.framework"
windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://bin/libgdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
linux.debug.arm64 = "res://bin/libgdexample.linux.template_debug.arm64.so"
linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"

Here are lists of some of the available built-in options (for more look at the Feature tags):

Running system

FlagDescription
windowsWindows operating system
macosMac operating system
linuxLinux operating system
bsdBSD operating system
linuxbsdLinux or BSD operating system
androidAndroid operating system
iosiOS operating system
webWeb browser

Build

FlagDescription
debugBuild with debug symbols
releaseOptimized build without debug symbols
editorEditor build

Architecture

FlagDescription
doubledouble-precision build
singlesingle-precision build
x86_6464-bit x86 build
arm6464-bit ARM build
rv6464-bit RISC-V build
riscvRISC-V build (any bitness)
wasm3232-bit WebAssembly build

Icons section

By default, Godot uses the Node icon in the scene dock for GDExtension nodes. A custom icon can be set by reference to its name and resource path of an SVG file.

For example:

none
[icons]

GDExample = "res://icons/gd_example.svg"

The path should point to a 16 by 16 pixel SVG image. Read the guide for Editor icons for more information.

Dependencies section

In this section you set the paths of the GDExtension dependencies. This is used internally to export the dependencies when exporting your game executable. You are able to set which dependency is loaded depending on the feature flags of the exported executable. In addition, you are able to set an optional subdirectory to move your dependencies into. If no path is supplied Godot will move the libraries into the same directory as your game executable.

WARNING

In MacOS it is necessary to have shared libraries inside a folder called Frameworks with a directory structure like this: Game.app/Contents/Frameworks.

none
[dependencies]

macos.debug = {
    "res://bin/libdependency.macos.template_debug.framework" : "Contents/Frameworks"
}
macos.release = {
    "res://bin/libdependency.macos.template_release.framework" : "Contents/Frameworks"
}
windows.debug = {
    "res://bin/libdependency.windows.template_debug.x86_64.dll" : "",
    "res://bin/libdependency.windows.template_debug.x86_32.dll" : ""
}
windows.release = {
    "res://bin/libdependency.windows.template_release.x86_64.dll" : "",
    "res://bin/libdependency.windows.template_release.x86_32.dll" : ""
}
linux.debug = {
    "res://bin/libdependency.linux.template_debug.x86_64.so" : "",
    "res://bin/libdependency.linux.template_debug.arm64.so" : "",
    "res://bin/libdependency.linux.template_debug.rv64.so" : ""
}
linux.release = {
    "res://bin/libdependency.linux.template_release.x86_64.so" : "",
    "res://bin/libdependency.linux.template_release.arm64.so" : "",
    "res://bin/libdependency.linux.template_release.rv64.so" : ""
}