sync

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Rigorous multi-platform feature synchronization for Godot AdMob. Use when adding or modifying ad formats, consent flows, or bridge methods to ensure GDScript, C#, Android, and iOS implementations are perfectly in sync.

poingstudios By poingstudios schedule Updated 5/28/2026

name: sync description: Rigorous multi-platform feature synchronization for Godot AdMob. Use when adding or modifying ad formats, consent flows, or bridge methods to ensure GDScript, C#, Android, and iOS implementations are perfectly in sync.

AdMob Cross-Platform Synchronization

Ensure every bridge feature is implemented consistently across all supported platforms and languages.

๐Ÿ”„ The "GDScript-First" Workflow

  1. Define in GDScript: Update platforms/godot_editor/addons/admob/admob.gd or the specific ad format file.
    • Use := for type inference.
    • Use snake_case for methods.
  2. Mirror in C#: Update the corresponding file in platforms/godot_editor/addons/admob/csharp/.
    • Use PascalCase for methods.
    • Ensure the internal _plugin.Call("method_name") matches the GDScript snake_case.
  3. Implement Android: Update Kotlin source in platforms/android/src/.
    • Implement the JNI bridge method.
    • Match the signal names emitted back to Godot.
  4. Implement iOS: Update Swift/Obj-C source in platforms/ios/src/.
    • Ensure SCons/SPM dependencies are updated if needed.

๐Ÿ“‹ Technical Mapping Reference

Feature GDScript C# Android (Kotlin) iOS (Swift)
Dictionary Dictionary Dictionary Map<String, Any> [String: Any]
Array Array Array<T> List<T> [T]
Signal emit_signal EmitSignal emitSignal emit_signal
Method snake_case PascalCase camelCase camelCase

๐Ÿงช Validation Steps

  • GDScript: No parse errors in the editor.
  • C#: Project compiles with Mono.
  • Android: ./gradlew assembleDebug succeeds.
  • iOS: scons platform=ios (or Xcode build) succeeds.
  • Runtime: Both GDScript and C# samples show the same behavior/warnings on mobile.

๐Ÿšซ Constraints

  • Never skip the C# implementation.
  • Signals emitted from native MUST be prefixed with _on_admob_ where applicable.
  • Every new file MUST include the MIT License header.
Install via CLI
npx skills add https://github.com/poingstudios/godot-admob-plugin --skill sync
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