52 lines
1.6 KiB
Text
52 lines
1.6 KiB
Text
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleExecutable</key>
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<string>godot-jolt_ios</string>
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<key>CFBundleName</key>
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<string>Godot Jolt</string>
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<key>CFBundleDisplayName</key>
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<string>Godot Jolt</string>
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<key>CFBundleIdentifier</key>
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<string>org.godot-jolt.godot-jolt</string>
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<key>NSHumanReadableCopyright</key>
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<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
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<key>CFBundleVersion</key>
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<string>0.14.0</string>
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<key>CFBundleShortVersionString</key>
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<string>0.14.0</string>
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<key>CFBundlePackageType</key>
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<string>FMWK</string>
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<key>CFBundleSupportedPlatforms</key>
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<array>
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<string>iPhoneOS</string>
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</array>
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<key>CSResourcesFileMapped</key>
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<true/>
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<key>DTPlatformName</key>
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<string>iphoneos</string>
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<key>MinimumOSVersion</key>
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<string>12.0</string>
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<!--
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HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework
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bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries`
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entry, which is really only a thing in XCFramework bundles. Note that we also lie about the
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binary path having a `.dylib` extension in order for Godot to correctly identify this as a
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dynamically linked bundle.
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-->
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<key>AvailableLibraries</key>
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<array>
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<dict>
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<key>BinaryPath</key>
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<string>godot-jolt_ios.dylib</string>
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</dict>
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</array>
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</dict>
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</plist>
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