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migueldeicaza/SwiftGodotKit

Embed Godot into Swift apps

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★ 400CMITupdated Oct 2026

// the take

A Swift package that embeds the Godot engine directly into a native iOS/macOS app via a patched 'libgodot' build, so you can drop a Godot scene into a SwiftUI view instead of shipping a full Godot-exported app. It's for Swift/SwiftUI developers who want game or interactive-graphics content inside an otherwise native app, companion to Miguel de Icaza's SwiftGodot bindings.

Real two-way bridge between SwiftUI and Godot — a SwiftUI button calling a GDScript method and a Godot signal updating a SwiftUI label, shown working in the AxolotlDemo sample, not just a single-direction embed. The custom surface/display methods go through cached GDExtension method binds rather than generated SwiftGodot classes, avoiding a codegen dependency for the embedding layer itself. The 'binary' branch ships prebuilt SwiftGodot XCFrameworks so you skip compiling SwiftGodot and SwiftSyntax from source, which is a real build-time problem this project otherwise has.

Depends on a forked, patched Godot engine (migueldeicaza/godot) pinned to specific release-candidate tags, not vanilla Godot — you're tracking a side fork, not upstream Godot releases. True embedded rendering needs a custom libgodot build with the embedded display driver registered; the standard template build only exposes macOS/headless, so the sample itself falls back to a non-embedded display mode on macOS. macOS and iOS only, no Android/Linux/Windows path. Switching between branches (main/binary/legacy/swiftgodotkit-4.7) without a full clean build silently produces a dyld symbol-not-found crash at launch, which signals the packaging/versioning story is still rough and in flux.

We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →

// at a glance

Stars
400
Forks
54
Language
C
License
MIT
Last commit
20 Oct 2026

// nearby

If SwiftGodotKit isn't quite it.

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