compiling_for_android.rst 8.5 KB

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  1. .. _doc_compiling_for_android:
  2. Compiling for Android
  3. =====================
  4. .. highlight:: shell
  5. Note
  6. ----
  7. In most cases, using the built-in deployer and export templates is good
  8. enough. Compiling the Android APK manually is mostly useful for custom
  9. builds or custom packages for the deployer.
  10. Also, you still need to follow the steps mentioned in the
  11. :ref:`doc_exporting_for_android` tutorial before attempting to build
  12. a custom export template.
  13. Requirements
  14. ------------
  15. For compiling under Windows, Linux or macOS, the following is required:
  16. - `Python 3.5+ <https://www.python.org/downloads/>`_.
  17. - `SCons 3.0+ <https://scons.org/pages/download.html>`_ build system.
  18. - `Android SDK <https://developer.android.com/studio/#command-tools>`_
  19. (command-line tools are sufficient).
  20. - Required SDK components will be automatically installed by Gradle (except the NDK).
  21. - On Linux,
  22. **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**.
  23. - `Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later.
  24. - Gradle (will be downloaded and installed automatically if missing).
  25. - JDK 8 (either OpenJDK or Oracle JDK).
  26. - JDK 9 or later are not currently supported.
  27. - You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_.
  28. .. seealso:: For a general overview of SCons usage for Godot, see
  29. :ref:`doc_introduction_to_the_buildsystem`.
  30. .. _doc_android_setting_up_the_buildsystem:
  31. Setting up the buildsystem
  32. --------------------------
  33. Set the environment variable ``ANDROID_HOME`` to point to the Android
  34. SDK. If you downloaded the Android command-line tools, this would be
  35. the folder where you extracted the contents of the ZIP archive.
  36. Later on, ``gradlew`` will install necessary SDK components in this folder.
  37. However, you need to accept the SDK component licenses before they can be
  38. downloaded by Gradle. This can be done by running the following command
  39. from the root of the SDK directory, then answering all the prompts
  40. with ``y``:
  41. ::
  42. tools/bin/sdkmanager --licenses
  43. Set the environment variable ``ANDROID_NDK_ROOT`` to point to the
  44. Android NDK. You also might need to set the variable ``ANDROID_NDK_HOME``
  45. to the same path, especially if you are using custom Android modules,
  46. since some Gradle plugins rely on the NDK and use this variable to
  47. determine its location.
  48. To set those environment variables on Windows, press :kbd:`Windows + R`, type
  49. "control system", then click on **Advanced system settings** in the left
  50. pane, then click on **Environment variables** on the window that
  51. appears.
  52. To set those environment variables on Linux or macOS, use
  53. ``export ANDROID_HOME=/path/to/android-sdk`` and
  54. ``export ANDROID_NDK_ROOT=/path/to/android-ndk``
  55. where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to
  56. the root of the SDK and NDK directories.
  57. Building the export templates
  58. -----------------------------
  59. Godot needs two export templates for Android: the optimized "release"
  60. template (``android_release.apk``) and the debug template (``android_debug.apk``).
  61. As Google will require all APKs to include ARMv8 (64-bit) libraries starting
  62. from August 2019, the commands below will build an APK containing both
  63. ARMv7 and ARMv8 libraries.
  64. Compiling the standard export templates is done by calling SCons from the Godot
  65. root directory with the following arguments:
  66. - Release template (used when exporting with **Debugging Enabled** unchecked)
  67. ::
  68. scons platform=android target=release android_arch=armv7
  69. scons platform=android target=release android_arch=arm64v8
  70. cd platform/android/java
  71. # On Windows
  72. .\gradlew generateGodotTemplates
  73. # On Linux and macOS
  74. ./gradlew generateGodotTemplates
  75. The resulting APK will be located at ``bin/android_release.apk``.
  76. - Debug template (used when exporting with **Debugging Enabled** checked)
  77. ::
  78. scons platform=android target=release_debug android_arch=armv7
  79. scons platform=android target=release_debug android_arch=arm64v8
  80. cd platform/android/java
  81. # On Windows
  82. .\gradlew generateGodotTemplates
  83. # On Linux and macOS
  84. ./gradlew generateGodotTemplates
  85. The resulting APK will be located at ``bin/android_debug.apk``.
  86. Adding support for x86 devices
  87. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  88. If you also want to include support for x86 and x86-64 devices, run the SCons
  89. command a third and fourth time with the ``android_arch=x86``, and
  90. ``android_arch=x86_64`` arguments before building the APK with Gradle. For
  91. example, for the release template:
  92. ::
  93. scons platform=android target=release android_arch=armv7
  94. scons platform=android target=release android_arch=arm64v8
  95. scons platform=android target=release android_arch=x86
  96. scons platform=android target=release android_arch=x86_64
  97. cd platform/android/java
  98. # On Windows
  99. .\gradlew generateGodotTemplates
  100. # On Linux and macOS
  101. ./gradlew generateGodotTemplates
  102. This will create a fat binary that works on all platforms.
  103. The final APK size of exported projects will depend on the platforms you choose
  104. to support when exporting; in other words, unused platforms will be removed from
  105. the APK.
  106. Cleaning the generated export templates
  107. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  108. You can use the following commands to remove the generated export templates:
  109. ::
  110. cd platform/android/java
  111. # On Windows
  112. .\gradlew cleanGodotTemplates
  113. # On Linux and macOS
  114. ./gradlew cleanGodotTemplates
  115. Using the export templates
  116. --------------------------
  117. Godot needs release and debug APKs that were compiled against the same
  118. version/commit as the editor. If you are using official binaries
  119. for the editor, make sure to install the matching export templates,
  120. or build your own from the same version.
  121. When exporting your game, Godot opens the APK, changes a few things inside and
  122. adds your files.
  123. Installing the templates
  124. ~~~~~~~~~~~~~~~~~~~~~~~~
  125. The newly-compiled templates (``android_debug.apk``
  126. and ``android_release.apk``) must be copied to Godot's templates folder
  127. with their respective names. The templates folder can be located in:
  128. - Windows: ``%APPDATA%\Godot\templates\<version>\``
  129. - Linux: ``$HOME/.local/share/godot/templates/<version>/``
  130. - macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``
  131. ``<version>`` is of the form ``major.minor[.patch].status`` using values from
  132. ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``).
  133. You also need to write this same version string to a ``version.txt`` file located
  134. next to your export templates.
  135. .. TODO: Move these paths to a common reference page
  136. However, if you are writing your custom modules or custom C++ code, you
  137. might instead want to configure your APKs as custom export templates
  138. here:
  139. .. image:: img/andtemplates.png
  140. You don't even need to copy them, you can just reference the resulting
  141. file in the ``bin\`` directory of your Godot source folder, so that the
  142. next time you build you will automatically have the custom templates
  143. referenced.
  144. Troubleshooting
  145. ---------------
  146. Platform doesn't appear in SCons
  147. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  148. Double-check that you've set both the ``ANDROID_HOME`` and ``ANDROID_NDK_ROOT``
  149. environment variables. This is required for the platform to appear in SCons'
  150. list of detected platforms.
  151. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`
  152. for more information.
  153. Application not installed
  154. ~~~~~~~~~~~~~~~~~~~~~~~~~
  155. Android might complain the application is not correctly installed.
  156. If so:
  157. - Check that the debug keystore is properly generated.
  158. - Check that the jarsigner executable is from JDK 8.
  159. If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
  160. ::
  161. adb logcat
  162. Then check the output while the application is installed;
  163. the error message should be presented there.
  164. Seek assistance if you can't figure it out.
  165. Application exits immediately
  166. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  167. If the application runs but exits immediately, this might be due to
  168. one of the following reasons:
  169. - Make sure to use export templates that match your editor version; if
  170. you use a new Godot version, you *have* to update the templates too.
  171. - ``libgodot_android.so`` is not in ``libs/<android_arch>/``
  172. where ``<android_arch>`` is the device's architecture.
  173. - The device's architecture does not match the exported one(s).
  174. Make sure your templates were built for that device's architecture,
  175. and that the export settings included support for that architecture.
  176. In any case, ``adb logcat`` should also show the cause of the error.