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Code
Verified usage
Verified import paths — ran on the pinned version, not inferred.
#include <godot_cpp/godot.hpp>
Define a custom Godot node class and register it as a GDExtension.
#include <godot_cpp/godot.hpp>
#include <godot_cpp/classes/node.hpp>
using namespace godot;
class MyNode : public Node {
GDCLASS(MyNode, Node);
protected:
static void _bind_methods() {}
public:
void _ready() override {
Godot::print("Hello from C++!");
}
};
void initialize_gdextension_types(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
ClassDB::register_class<MyNode>();
}
}
extern "C" {
GDExtensionBool GDE_EXPORT godot_gdextension_init(GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
init_obj.register_initializer(initialize_gdextension_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
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