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Copyright 2026 Alexander Loren (omgitsalexl)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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# Godot Swift CI Example
An example Godot project with a Swift GDExtension library. Its workflow builds release artifacts for macOS, Windows, and Linux, making it easy to test or distribute the project on each platform.
## What CI builds
Each CI run builds the Swift `Logic` library and uploads an artifact for macOS, Windows, and Linux:
- **macOS:** `libLogic.dylib` and its SwiftGodot library
- **Windows:** `libLogic.dll` plus the required runtime `.dll` files
- **Linux:** `libLogic.so` plus the required shared `.so` libraries
For Windows and Linux, the action collects the runtime libraries that the extension needs. This means developers do not need to track those files down, ask users to install additional dependencies, or risk shipping incompatible library versions. macOS only bundles the `libLogic.dylib` and `libSwiftGodot.dylib` as everything else should be on every macOS system.
## Getting started
Before opening the Godot project, build the library for your platform (or download the matching CI artifact) and copy the `libLogic` and `libSwiftGodot` for your platform into `Godot\bin` folder. Use the **entire platform bundle** when distributing.
Once everything is built and in place, open and run from Godot.