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4.4-Android-Fix #1093
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4.4-Android-Fix #1093
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Initial changes for the 4.4 Android editor
I am building the SDK bundles (the libraries used by godot extensions loaded as android plugins). Looks like GodotHost is left in an unreachable package:
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Which build command did you run? I'll try and recreate it in my environment. |
This is a script I use to create the build templates for all architectures. I suspect it's part of the CI/CD automation of the Godot build pipeline that is not explicitly saved in their repository. The important part is ./gradlew generateGodotTemplates, but it will fail silently if the templates are not built in advance.
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I'll create and run this script locally. I was able to run each architecture separately and it was able to successfully build |
The problem is not in running the packages (although in this PR there was a build problem too). Once the Android build template is created, it needs to be able to load and run existing pre-built Android Godot plugins directly from the AssetLib; there isn't an automated build step for this, it needs to be tested manually, creating a project that uses an android plugin, and verifying it's actually loaded and correctly running. (The problem we have with the current beta is that an excessively eager godot->redot renaming has caused the package signatures of the SDK used by the plugins to move as well, which means the plugins can't be run -- this PR appears to fix the problem, but we can't be sure until we try it). |
Understood. One of the reasons I uploaded this PR was because I didn't have a good way to run the app locally and was told you had tested android functionality before. Ideally, I would like to be able to test this on my end so I'm not pushing broken code. Tried using Bluestack to test, but the redot app immediately closes the first attempt to launch and the second just indefinitely loads. |
Initial changes for the 4.4 Android editor
Current project successfully builds, just need assistance with testing