<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundleDevelopmentRegion</key> <string>en</string> <key>CFBundleExecutable</key> <string>godot-jolt_ios</string> <key>CFBundleName</key> <string>Godot Jolt</string> <key>CFBundleDisplayName</key> <string>Godot Jolt</string> <key>CFBundleIdentifier</key> <string>org.godot-jolt.godot-jolt</string> <key>NSHumanReadableCopyright</key> <string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string> <key>CFBundleVersion</key> <string>0.14.0</string> <key>CFBundleShortVersionString</key> <string>0.14.0</string> <key>CFBundlePackageType</key> <string>FMWK</string> <key>CFBundleSupportedPlatforms</key> <array> <string>iPhoneOS</string> </array> <key>CSResourcesFileMapped</key> <true/> <key>DTPlatformName</key> <string>iphoneos</string> <key>MinimumOSVersion</key> <string>12.0</string> <!-- HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries` entry, which is really only a thing in XCFramework bundles. Note that we also lie about the binary path having a `.dylib` extension in order for Godot to correctly identify this as a dynamically linked bundle. --> <key>AvailableLibraries</key> <array> <dict> <key>BinaryPath</key> <string>godot-jolt_ios.dylib</string> </dict> </array> </dict> </plist>