godot
I ran into a bit of trouble getting a custom property defined in a godot-rust project to show up in the Godot editor. It finally turned out that my difficulties were unrelated to Godot or godot-rust and actually a library misconfiguration error (I renamed my library’s name in Cargo.toml and forgot to fix the .gdnlib) but in the process I discovered that godot-rust’s documentation is rather lacking when it comes to the actual glue layer that ties Godot and the rust bindings together.
After putting about two weeks of effort into creating Swift bindings for the Godot engine, I’ve decided to abandon the idea. Here’s what I got working:
Use api.json to generate Swifty wrappers around Godot’s classes Register custom classes that extend a Godot class (godot-cpp does this) or have a Godot instance as an attachment (godot-rust does this) Register methods associated with these custom classes Callbacks and virtual functions work (_ready, _process etc.