ShiVa3D
plugin limitations
ShiVa Plugin Developmentplugin limitations
by Moof » 17 Nov 2011, 17:23
Hello, I'm reading through the documentation and I'm having a little trouble deciphering the difference in plugin functionality between the PLE, Basic, and Advanced versions. If I am creating a plugin for my game and compiling it on pc and on osx for iphone, which version do I need to be able to publish the completed game? I have no desire to export and distribute just the plugin, only the game as a whole. When is it necessary to sign a plugin through verisign? I created a simple plugin that works fine on the computer I built it on with my game in PLE, but not on another computer ("Could not open native plugin file") also running PLE. I understand these are pretty basic questions but I'm not finding the answers easily in the documentation or the forums. Thanks.
- Moof
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- Posts: 10
Re: plugin limitations
by Moof » 17 Nov 2011, 17:27
Additionally, is there any way to get a persistent reference to an object handle in a plugin? From the experimenting I have been doing it seems that when I pass a handle into my plugin code that handle is temporary and I don't have any way to get a persistent reference. If that's a limitations then there are workarounds, but I was curious. Thanks.
- Moof
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- Posts: 10
Re: plugin limitations
by NiCoX » 17 Nov 2011, 17:56
Hi,
- PLE:
=> creation: yes
=> export: no
=> signing: no
- BASIC:
=> creation: yes
=> export: yes, but only signed ones (so created with an ADVANCED version)
=> signing: no
- ADVANCED:
=> creation: yes
=> export: yes
=> signing: yes, self-signed or using a VeriSign/GlobalSign certificate
In other words, if you want to both create a plug-in and a game, you need an ADVANCED. If you just need to create a game using a third party plug-in, you just need a BASIC.
Concerning the VeriSign/GlobalSign certificate, it's only required for the WebPlayer, not for standalone exports.
That was not possible with 1.9.0, but it is now possible starting from 1.9.1.beta2, using:
- object.getStaticHandle
- object.fromStaticHandle
- object.releaseStaticHandle

- PLE:
=> creation: yes
=> export: no
=> signing: no
- BASIC:
=> creation: yes
=> export: yes, but only signed ones (so created with an ADVANCED version)
=> signing: no
- ADVANCED:
=> creation: yes
=> export: yes
=> signing: yes, self-signed or using a VeriSign/GlobalSign certificate
In other words, if you want to both create a plug-in and a game, you need an ADVANCED. If you just need to create a game using a third party plug-in, you just need a BASIC.
Concerning the VeriSign/GlobalSign certificate, it's only required for the WebPlayer, not for standalone exports.
is there any way to get a persistent reference to an object handle in a plugin?
That was not possible with 1.9.0, but it is now possible starting from 1.9.1.beta2, using:
- object.getStaticHandle
- object.fromStaticHandle
- object.releaseStaticHandle
-

NiCoX - Platinum Boarder

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- Location: France
Re: plugin limitations
by Moof » 17 Nov 2011, 18:02
Great, thank you. That all makes sense now. And I'm glad to hear I will be able to get static handles to objects.
- Moof
- Fresh Boarder

- Posts: 10
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