compiling_for_android.rst 8.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  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. - `Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later.
  22. - Gradle (will be downloaded and installed automatically if missing).
  23. - JDK 8 (either OpenJDK or Oracle JDK).
  24. - JDK 9 or later are not currently supported.
  25. - You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_.
  26. .. seealso:: For a general overview of SCons usage for Godot, see
  27. :ref:`doc_introduction_to_the_buildsystem`.
  28. .. _doc_android_setting_up_the_buildsystem:
  29. Setting up the buildsystem
  30. --------------------------
  31. Set the environment variable ``ANDROID_HOME`` to point to the Android
  32. SDK. If you downloaded the Android command-line tools, this would be
  33. the folder where you extracted the contents of the ZIP archive.
  34. Later on, ``gradlew`` will install necessary SDK components in this folder.
  35. However, you need to accept the SDK component licenses before they can be
  36. downloaded by Gradle. This can be done by running the following command
  37. from the root of the SDK directory, then answering all the prompts
  38. with ``y``:
  39. ::
  40. tools/bin/sdkmanager --licenses
  41. Set the environment variable ``ANDROID_NDK_ROOT`` to point to the
  42. Android NDK. You also might need to set the variable ``ANDROID_NDK_HOME``
  43. to the same path, especially if you are using custom Android modules,
  44. since some Gradle plugins rely on the NDK and use this variable to
  45. determine its location.
  46. To set those environment variables on Windows, press :kbd:`Windows + R`, type
  47. "control system", then click on **Advanced system settings** in the left
  48. pane, then click on **Environment variables** on the window that
  49. appears.
  50. To set those environment variables on Linux or macOS, use
  51. ``export ANDROID_HOME=/path/to/android-sdk`` and
  52. ``export ANDROID_NDK_ROOT=/path/to/android-ndk``
  53. where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to
  54. the root of the SDK and NDK directories.
  55. Building the export templates
  56. -----------------------------
  57. Godot needs two export templates for Android: the optimized "release"
  58. template (``android_release.apk``) and the debug template (``android_debug.apk``).
  59. As Google will require all APKs to include ARMv8 (64-bit) libraries starting
  60. from August 2019, the commands below will build an APK containing both
  61. ARMv7 and ARMv8 libraries.
  62. Compiling the standard export templates is done by calling SCons with
  63. the following arguments:
  64. - Release template (used when exporting with **Debugging Enabled** unchecked)
  65. ::
  66. scons platform=android target=release android_arch=armv7
  67. scons platform=android target=release android_arch=arm64v8
  68. cd platform/android/java
  69. # On Windows
  70. .\gradlew generateGodotTemplates
  71. # On Linux and macOS
  72. ./gradlew generateGodotTemplates
  73. The resulting APK will be located at ``bin/android_release.apk``.
  74. - Debug template (used when exporting with **Debugging Enabled** checked)
  75. ::
  76. scons platform=android target=release_debug android_arch=armv7
  77. scons platform=android target=release_debug android_arch=arm64v8
  78. cd platform/android/java
  79. # On Windows
  80. .\gradlew generateGodotTemplates
  81. # On Linux and macOS
  82. ./gradlew generateGodotTemplates
  83. The resulting APK will be located at ``bin/android_debug.apk``.
  84. Adding support for x86 devices
  85. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  86. If you also want to include support for x86 and x86-64 devices, run the SCons
  87. command a third and fourth time with the ``android_arch=x86``, and
  88. ``android_arch=x86_64`` arguments before building the APK with Gradle. For
  89. example, for the release template:
  90. ::
  91. scons platform=android target=release android_arch=armv7
  92. scons platform=android target=release android_arch=arm64v8
  93. scons platform=android target=release android_arch=x86
  94. scons platform=android target=release android_arch=x86_64
  95. cd platform/android/java
  96. # On Windows
  97. .\gradlew generateGodotTemplates
  98. # On Linux and macOS
  99. ./gradlew generateGodotTemplates
  100. This will create a fat binary that works on all platforms.
  101. The final APK size of exported projects will depend on the platforms you choose
  102. to support when exporting; in other words, unused platforms will be removed from
  103. the APK.
  104. Cleaning the generated export templates
  105. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  106. You can use the following commands to remove the generated export templates:
  107. ::
  108. cd platform/android/java
  109. # On Windows
  110. .\gradlew cleanGodotTemplates
  111. # On Linux and macOS
  112. ./gradlew cleanGodotTemplates
  113. Using the export templates
  114. --------------------------
  115. Godot needs release and debug APKs that were compiled against the same
  116. version/commit as the editor. If you are using official binaries
  117. for the editor, make sure to install the matching export templates,
  118. or build your own from the same version.
  119. When exporting your game, Godot opens the APK, changes a few things inside and
  120. adds your files.
  121. Installing the templates
  122. ~~~~~~~~~~~~~~~~~~~~~~~~
  123. The newly-compiled templates (``android_debug.apk``
  124. and ``android_release.apk``) must be copied to Godot's templates folder
  125. with their respective names. The templates folder can be located in:
  126. - Windows: ``%APPDATA%\Godot\templates\<version>\``
  127. - Linux: ``$HOME/.local/share/godot/templates/<version>/``
  128. - macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``
  129. ``<version>`` is of the form ``major.minor[.patch].status`` using values from
  130. ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``).
  131. You also need to write this same version string to a ``version.txt`` file located
  132. next to your export templates.
  133. .. TODO: Move these paths to a common reference page
  134. However, if you are writing your custom modules or custom C++ code, you
  135. might instead want to configure your APKs as custom export templates
  136. here:
  137. .. image:: img/andtemplates.png
  138. You don't even need to copy them, you can just reference the resulting
  139. file in the ``bin\`` directory of your Godot source folder, so that the
  140. next time you build you will automatically have the custom templates
  141. referenced.
  142. Troubleshooting
  143. ---------------
  144. Platform doesn't appear in SCons
  145. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  146. Double-check that you've set both the ``ANDROID_HOME`` and ``ANDROID_NDK_ROOT``
  147. environment variables. This is required for the platform to appear in SCons'
  148. list of detected platforms.
  149. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`
  150. for more information.
  151. Application not installed
  152. ~~~~~~~~~~~~~~~~~~~~~~~~~
  153. Android might complain the application is not correctly installed.
  154. If so:
  155. - Check that the debug keystore is properly generated.
  156. - Check that the jarsigner executable is from JDK 8.
  157. If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
  158. ::
  159. adb logcat
  160. Then check the output while the application is installed;
  161. the error message should be presented there.
  162. Seek assistance if you can't figure it out.
  163. Application exits immediately
  164. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  165. If the application runs but exits immediately, this might be due to
  166. one of the following reasons:
  167. - Make sure to use export templates that match your editor version; if
  168. you use a new Godot version, you *have* to update the templates too.
  169. - ``libgodot_android.so`` is not in ``libs/<android_arch>/``
  170. where ``<android_arch>`` is the device's architecture.
  171. - The device's architecture does not match the exported one(s).
  172. Make sure your templates were built for that device's architecture,
  173. and that the export settings included support for that architecture.
  174. In any case, ``adb logcat`` should also show the cause of the error.