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- .. _doc_compiling_for_android:
- Compiling for Android
- =====================
- .. highlight:: shell
- .. seealso::
- This page describes how to compile Android export template binaries from source.
- If you're looking to export your project to Android instead, read :ref:`doc_exporting_for_android`.
- Note
- ----
- In most cases, using the built-in deployer and export templates is good
- enough. Compiling the Android APK manually is mostly useful for custom
- builds or custom packages for the deployer.
- Also, you still need to follow the steps mentioned in the
- :ref:`doc_exporting_for_android` tutorial before attempting to build
- a custom export template.
- Requirements
- ------------
- For compiling under Windows, Linux or macOS, the following is required:
- - `Python 3.8+ <https://www.python.org/downloads/>`_.
- - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
- - `Android SDK <https://developer.android.com/studio/#command-tools>`_
- (command-line tools are sufficient).
- - Required SDK components will be automatically installed.
- - On Linux, **do not use an Android SDK provided by your distribution's repositories** as it will often be outdated.
- - On macOS, **do not use an Android SDK provided by Homebrew** as it will not be installed in a unified location.
- - Gradle (will be downloaded and installed automatically if missing).
- - JDK 17 (either OpenJDK or Oracle JDK).
- - You can download a build from `Adoptium <https://adoptium.net/temurin/releases/?variant=openjdk17>`_.
- .. seealso:: To get the Godot source code for compiling, see
- :ref:`doc_getting_source`.
- For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- .. _doc_android_setting_up_the_buildsystem:
- Setting up the buildsystem
- --------------------------
- - Set the environment variable ``ANDROID_HOME`` to point to the Android
- SDK. If you downloaded the Android command-line tools, this would be
- the folder where you extracted the contents of the ZIP archive.
- - Windows: Press :kbd:`Windows + R`, type "control system",
- then click on **Advanced system settings** in the left pane,
- then click on **Environment variables** on the window that appears.
- - Linux or macOS: Add the text ``export ANDROID_HOME="/path/to/android-sdk"``
- to your ``.bashrc`` or ``.zshrc`` where ``/path/to/android-sdk`` points to
- the root of the SDK directories.
- - Install the necessary SDK components in this folder:
- - Accept the SDK component licenses by running the following command
- where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:
- ::
- cmdline-tools/latest/bin/sdkmanager --sdk_root=<android_sdk_path> --licenses
- - Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK.
- ::
- cmdline-tools/latest/bin/sdkmanager --sdk_root=<android_sdk_path> "platform-tools" "build-tools;34.0.0" "platforms;android-34" "cmdline-tools;latest" "cmake;3.10.2.4988404" "ndk;23.2.8568313"
- - After setting up the SDK and environment variables, be sure to
- **restart your terminal** to apply the changes. If you are using
- an IDE with an integrated terminal, you need to restart the IDE.
- - Run ``scons platform=android``. If this fails, go back and check the steps.
- If you completed the setup correctly, the NDK will begin downloading.
- If you are trying to compile GDExtension, you need to first compile
- the engine to download the NDK, then you can compile GDExtension.
- Building the export templates
- -----------------------------
- Godot needs three export templates for Android: the optimized "release"
- template (``android_release.apk``), the debug template (``android_debug.apk``),
- and the Gradle build template (``android_source.zip``).
- As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019,
- the commands below build templates containing both ARMv7 and ARMv8 libraries.
- Compiling the standard export templates is done by calling SCons from the Godot
- root directory with the following arguments:
- - Release template (used when exporting with **Debugging Enabled** unchecked)
- ::
- scons platform=android target=template_release arch=arm32
- scons platform=android target=template_release arch=arm64 generate_apk=yes
- - Debug template (used when exporting with **Debugging Enabled** checked)
- ::
- scons platform=android target=template_debug arch=arm32
- scons platform=android target=template_debug arch=arm64 generate_apk=yes
- - (**Optional**) Dev template (used when troubleshooting)
- ::
- scons platform=android target=template_debug arch=arm32 dev_build=yes
- scons platform=android target=template_debug arch=arm64 dev_build=yes generate_apk=yes
- The resulting templates will be located under the ``bin`` directory:
- - ``bin/android_release.apk`` for the release template
- - ``bin/android_debug.apk`` for the debug template
- - ``bin/android_dev.apk`` for the dev template
- - ``bin/android_source.zip`` for the Gradle build template
- .. note::
- - If you are changing the list of architectures you're building, remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that the template files are generated after the build.
- - To include debug symbols in the generated templates, add the ``debug_symbols=yes`` parameter to the SCons command.
- .. seealso::
- If you want to enable Vulkan validation layers, see
- :ref:`Vulkan validation layers on Android <doc_vulkan_validation_layers_android>`.
- Adding support for x86 devices
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you also want to include support for x86 and x86_64 devices, run the SCons
- command a third and fourth time with the ``arch=x86_32``, and
- ``arch=x86_64`` arguments before building the APK with Gradle. For
- example, for the release template:
- ::
- scons platform=android target=template_release arch=arm32
- scons platform=android target=template_release arch=arm64
- scons platform=android target=template_release arch=x86_32
- scons platform=android target=template_release arch=x86_64 generate_apk=yes
- This will create template binaries that works on all platforms.
- The final binary size of exported projects will depend on the platforms you choose
- to support when exporting; in other words, unused platforms will be removed from
- the binary.
- Cleaning the generated export templates
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You can use the following commands to remove the generated export templates:
- ::
- cd platform/android/java
- # On Windows
- .\gradlew clean
- # On Linux and macOS
- ./gradlew clean
- Using the export templates
- --------------------------
- Godot needs release and debug binaries that were compiled against the same
- version/commit as the editor. If you are using official binaries
- for the editor, make sure to install the matching export templates,
- or build your own from the same version.
- When exporting your game, Godot uses the templates as a base, and updates their content as needed.
- Installing the templates
- ~~~~~~~~~~~~~~~~~~~~~~~~
- The newly-compiled templates (``android_debug.apk``
- , ``android_release.apk``, and ``android_source.zip``) must be copied to Godot's templates folder
- with their respective names. The templates folder can be located in:
- - Windows: ``%APPDATA%\Godot\export_templates\<version>\``
- - Linux: ``$HOME/.local/share/godot/export_templates/<version>/``
- - macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``
- ``<version>`` is of the form ``major.minor[.patch].status`` using values from
- ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``).
- You also need to write this same version string to a ``version.txt`` file located
- next to your export templates.
- .. TODO: Move these paths to a common reference page
- However, if you are writing your custom modules or custom C++ code, you
- might instead want to configure your template binaries as custom export templates
- here:
- .. image:: img/andtemplates.png
- You don't even need to copy them, you can just reference the resulting
- file in the ``bin\`` directory of your Godot source folder, so that the
- next time you build you will automatically have the custom templates
- referenced.
- Building the Godot editor
- -------------------------
- Compiling the editor is done by calling SCons from the Godot
- root directory with the following arguments:
- ::
- scons platform=android arch=arm32 production=yes target=editor
- scons platform=android arch=arm64 production=yes target=editor
- scons platform=android arch=x86_32 production=yes target=editor
- scons platform=android arch=x86_64 production=yes target=editor generate_apk=yes
- - You can add the ``dev_build=yes`` parameter to generate a dev build of the Godot editor.
- - You can add the ``debug_symbols=yes`` parameter to include the debug symbols in the generated build.
- - You can skip certain architectures depending on your target device to speed up compilation.
- Remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that binaries are generated after the build.
- The resulting binaries will be located under ``bin/android_editor_builds/``.
- Removing the Editor binaries
- ----------------------------
- You can use the following commands to remove the generated editor binaries:
- ::
- cd platform/android/java
- # On Windows
- .\gradlew clean
- # On Linux and macOS
- ./gradlew clean
- Installing the Godot editor APK
- -------------------------------
- With an Android device with Developer Options enabled, connect the Android device to your computer via its charging cable to a USB/USB-C port.
- Open up a Terminal/Command Prompt and run the following commands from the root directory with the following arguments:
- ::
- adb install ./bin/android_editor_builds/android_editor-release.apk
- Troubleshooting
- ---------------
- Platform doesn't appear in SCons
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Double-check that you've set the ``ANDROID_HOME``
- environment variable. This is required for the platform to appear in SCons'
- list of detected platforms.
- See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`
- for more information.
- Application not installed
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Android might complain the application is not correctly installed.
- If so:
- - Check that the debug keystore is properly generated.
- - Check that the jarsigner executable is from JDK 8.
- If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
- ::
- adb logcat
- Then check the output while the application is installed;
- the error message should be presented there.
- Seek assistance if you can't figure it out.
- Application exits immediately
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If the application runs but exits immediately, this might be due to
- one of the following reasons:
- - Make sure to use export templates that match your editor version; if
- you use a new Godot version, you *have* to update the templates too.
- - ``libgodot_android.so`` is not in ``libs/<arch>/``
- where ``<arch>`` is the device's architecture.
- - The device's architecture does not match the exported one(s).
- Make sure your templates were built for that device's architecture,
- and that the export settings included support for that architecture.
- In any case, ``adb logcat`` should also show the cause of the error.
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