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# Plugin template | ||
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To make it work for Solar2D plugins directory add your plugin content into the plugins directory. Then in revision, which is minimum requirement to run the plugin. Repository name must me `com.publisher.name-plugin.name` as it would be in build settings `["plugin.name"] = { publisherId = "com.publisher.name"}`. | ||
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For example, `mkdir -p plugins/2020.2600/<platform>a`. | ||
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Example platforms are: | ||
* `android-kindle` will use `android` if not found | ||
* `android` any android platform | ||
* `macos` only desktop build | ||
* `mac-sim` desktop build or simulator | ||
* `win32` only desktop build | ||
* `win32-sim` desktop build or simulator | ||
* `web` for html5 builds | ||
* `html5` same as `web` | ||
* `iphone` iOS device | ||
* `iphone-sim` iOS simulator | ||
* `tvos` AppleTV device | ||
* `tvos-sim` Apple TV simulator | ||
* `lua` used if no other applicable platform found | ||
Sources for the plugin `plugin.applovinMax.Tapjoy`. | ||
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Add following to your `build.settings` to use: | ||
```lua | ||
{ | ||
plugins = { | ||
"plugin.applovinMax.Tapjoy" = { | ||
publisherId = "com.coronalabs", | ||
}, | ||
}, | ||
} | ||
``` |