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