Skip to content

Conversation

SessyionRohan
Copy link

Initial changes for the 4.4 Android editor

Current project successfully builds, just need assistance with testing

Initial changes for the 4.4 Android editor
@jonnymind
Copy link

jonnymind commented Sep 17, 2025

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:

> Configure project :lib
The Project.getConvention() method has been deprecated. This is scheduled to be removed in Gradle 9.0. Consult the upgrading guide for further information: https://docs.gradle.org/8.2/userguide/upgrading_version_8.html#deprecated_access_to_conventions
        at publish_module_7e3rxl41ruzw0rhs3nsq3ktpu.run(/Users/gian/Projects/redot-engine/platform/android/java/scripts/publish-module.gradle:1)
        (Run with --stacktrace to get the full stack trace of this deprecation warning.)
Warning: SDK processing. This version only understands SDK XML versions up to 3 but an SDK XML file of version 4 was encountered. This can happen if you use versions of Android Studio and the command-line tools that were released at different times.

....

> Task :app:compileStandardDebugJavaWithJavac FAILED
/Users/gian/Projects/redot-engine/platform/android/java/app/src/com/godot/game/GodotApp.java:47: error: cannot access GodotHost
public class GodotApp extends GodotActivity {
       ^
  class file for org.redotengine.godot.GodotHost not found
1 error

FAILURE: Build failed with an exception.

@SessyionRohan
Copy link
Author

Which build command did you run? I'll try and recreate it in my environment.

@jonnymind
Copy link

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.

#!/bin/sh

scons platform=android target=template_release arch=arm64
scons platform=android target=template_release arch=arm32
scons platform=android target=template_release arch=x86_64
scons platform=android target=template_debug arch=arm64
scons platform=android target=template_debug arch=arm32
scons platform=android target=template_debug arch=x86_64

pushd platform/android/java
./gradlew generateGodotTemplates
popd

@SessyionRohan
Copy link
Author

I'll create and run this script locally. I was able to run each architecture separately and it was able to successfully build

@jonnymind
Copy link

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).

@SessyionRohan
Copy link
Author

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants