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Godot on iPad, Toolbars, Importers, Embedding, Debugger
This is a long-due update on porting Godot to the iPad. Shortly after my last blog post covering the development work on May 29th, Apple held its WWDC 2024 conference. I went into the conference with gusto, expecting to fully embrace all the iOS 18 APIs. I already knew by
I had completely missed the now obvious benefit of using a custom data entry popup, which was to avoid getting a system keyboard, one that has all sorts of letters and takes a large chunk of the screen, purely to enter numbers. In this case, I have replaced a difficult-to-grab “splitter” common in Godot with an explicit handle that the user can drag to grow the region, tap to expand, or dismiss with a flick. My hope is that while I collect feedback for this beta and fix bugs, I can look into integrating Apple Pencil support, spend some quality time on the touch interactions for it, and make sure that Godot on iPad really shines as a touch-first experience.
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