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- .. _doc_one-click_deploy:
- One-click deploy
- ================
- What is one-click deploy?
- -------------------------
- One-click deploy is a feature that is available once a platform is properly
- configured and a supported device is connected to the computer. Since things can
- go wrong at many levels (platform may not be configured correctly, SDK may be
- incorrectly installed, device may be improperly configured, etc.), it's good to
- let the user know that it exists.
- After adding an Android export preset marked as Runnable, Godot can detect when
- a USB device is connected to the computer and offer the user to automatically
- export, install and run the project (in debug mode) on the device. This feature
- is called *one-click deploy*.
- .. note::
- One-click deploy is only available once you've added an export template
- marked as **Runnable** in the Export dialog. You can mark several export
- presets as runnable, but only one preset per platform may be marked as
- runnable. If you mark a second preset in a given platform as runnable, the
- other preset will no longer be marked as runnable.
- Supported platforms
- -------------------
- - **Android:** Exports the project with debugging enabled and runs it on the
- connected device.
- - Make sure to follow the steps described in :ref:`doc_exporting_for_android`.
- Otherwise, the one-click deploy button won't appear.
- - If you have more than one device connected, Godot will ask you which device
- the project should be exported to.
- - **HTML5:** Starts a local web server and runs the exported project by opening
- the default web browser.
- Support for more platforms such as iOS is planned.
- Using one-click deploy
- ----------------------
- - If deploying to Android, enable developer mode on your mobile device
- then enable USB debugging in the device's settings.
- - After enabling USB debugging, connect the device to your PC using an USB cable.
- - For advanced users, it should also be possible to use wireless ADB.
- - Make sure there is an export preset marked as **Runnable** for the target
- platform (Android or HTML5).
- - If everything is configured correctly and with no errors, platform-specific
- icons will appear in the top-right corner of the editor.
- - Click the button to export to the desired platform in one click.
- .. image:: img/remote_debug.webp
- .. _doc_one-click_deploy_troubleshooting:
- Troubleshooting
- ---------------
- Android
- ^^^^^^^
- If you can't see the device in the list of devices when running the
- ``adb devices`` command in a terminal, it will not be visible by Godot either.
- To resolve this:
- - Check if USB debugging is enabled *and authorized on the device*.
- Try unlocking your device and accepting the authorization prompt if you see any.
- If you can't see this prompt, running ``adb devices`` on your PC should make
- the authorization prompt appear on the device.
- - Try `revoking the debugging authorization <https://stackoverflow.com/questions/23081263/adb-android-device-unauthorized>`__
- in the device's developer settings, then follow the steps again.
- - Try using USB debugging instead of wireless debugging or vice versa.
- Sometimes, one of those can work better than the other.
- - On Linux, you may be missing the required
- `udev rules <https://github.com/M0Rf30/android-udev-rules>`__
- for your device to be recognized.
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