Today, we’re officially releasing React Native Godot to the public.
For the first time, every React Native developer can create games with an amazing UI on top.
This unlocks a new era of apps and games.
https://t.co/FD2kpOKcoB
One of the most important features for Pengu was the ability to download and launch different games (Godot pck's) on the fly.
Under the hood, our React Native Godot library manages the entire Godot lifecycle: stopping, cleaning up, and starting a new instance with a different pck.
Everything happens within milliseconds, without restarting the app.
We’re open-sourcing React Native Godot this Sunday.
After a year of testing, polishing, and making it scalable across all the different Android devices.
Over the next few days, we’ll share all the different features we’ve built and best practices on how to use them.
We built much of Pengu’s core functionality on top of this library, and it opened up a whole new world of possibilities for us.
I can’t wait to see what you’ll all build with it!
@DaehyeonMun First-class support in Godot for building a top-tier integration with React Native is getting very close!
This video already outlines the path toward Godot 4.5: https://t.co/Ya9zKYvd4k
Congrats to @Migeran on this excellent announcement! 🎉
@JannisRingwald@crtmonitorguy@DaehyeonMun Have you managed to release it?
We can definitely help take it further — we're working on a high-level package to seamlessly integrate React Native and Godot. Let us know if you'd like to collaborate!
Feel free to add us to the repo: @mobtex
@mux213 Sorry for the delay.
The performance and quality of Compatibility mode are poor. Unfortunately I don't have the expertise to help, it would be nice to contribute.
@mux213 Please help us resolve the flickering issue when using Vulkan (mobile render)
Using compatibility mode, the scene has the edges that cause nausea on the Quest 3