Custom engine build + native extensions

Hello,

Is it possible to build a project using native extensions and a custom engine build without a local build server ?

No, that is not possible. What is this custom engine? Could you not have the custom parts also in a native extension?

Thanks, I was suspecting this but hoping maybe I missed something in the docs.

I’m experimenting with some changes to 3D Physics, I don’t think it’s possible to have this changes in a native extension.

I don’t think it’s possible to have this changes in a native extension.

It depends on what you’re doing.
In your case, you could use the extension manifest to remove the Bullet 3D, and your extension could then include a set of Bullet 3D libraries (renamed, so they aren’t also removed form the build)

That, said, I will get to your PR soon.

That’s great, good to know. Can I exclude also the physics wrapper ? If I uncheck Physics 3D in the app manifest, the list of excluded libraries becomes [physics, LinearMath, BulletDynamics, BulletCollision]. I don’t have a physics lib in my local build but I have libphysics, liphysics_3d etc.

Only if you want no physics at all. The physics wrapper is the api that the collision object compobnent uses to interact with the underlying physics engine.

Thanks.

The modified PR is merged into dev. and is available in the alpha build (we’re aiming for a beta build next week)

That’s super. Thanks.

I still need a custom build because I’m playing around with some other changes besides that PR. I decided to try the local build server and it works.

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