compiling_for_android.rst 9.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282
  1. .. _doc_compiling_for_android:
  2. Compiling for Android
  3. =====================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile Android export template binaries from source.
  7. If you're looking to export your project to Android instead, read :ref:`doc_exporting_for_android`.
  8. Note
  9. ----
  10. In most cases, using the built-in deployer and export templates is good
  11. enough. Compiling the Android APK manually is mostly useful for custom
  12. builds or custom packages for the deployer.
  13. Also, you still need to follow the steps mentioned in the
  14. :ref:`doc_exporting_for_android` tutorial before attempting to build
  15. a custom export template.
  16. Requirements
  17. ------------
  18. For compiling under Windows, Linux or macOS, the following is required:
  19. - `Python 3.6+ <https://www.python.org/downloads/>`_.
  20. - `SCons 3.0+ <https://scons.org/pages/download.html>`_ build system.
  21. - `Android SDK <https://developer.android.com/studio/#command-tools>`_
  22. (command-line tools are sufficient).
  23. - Required SDK components will be automatically installed.
  24. - On Linux,
  25. **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**.
  26. - Gradle (will be downloaded and installed automatically if missing).
  27. - JDK 17 (either OpenJDK or Oracle JDK).
  28. - You can download a build from `ojdkbuild <https://adoptium.net/temurin/releases/?variant=openjdk17>`_.
  29. .. seealso:: To get the Godot source code for compiling, see
  30. :ref:`doc_getting_source`.
  31. For a general overview of SCons usage for Godot, see
  32. :ref:`doc_introduction_to_the_buildsystem`.
  33. .. _doc_android_setting_up_the_buildsystem:
  34. Setting up the buildsystem
  35. --------------------------
  36. - Set the environment variable ``ANDROID_HOME`` to point to the Android
  37. SDK. If you downloaded the Android command-line tools, this would be
  38. the folder where you extracted the contents of the ZIP archive.
  39. - Install the necessary SDK components in this folder:
  40. - Accept the SDK component licenses by running the following command
  41. where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:
  42. ::
  43. cmdline-tools/latest/bin/sdkmanager --sdk_root=<android_sdk_path> --licenses
  44. - Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK.
  45. ::
  46. cmdline-tools/latest/bin/sdkmanager --sdk_root=<android_sdk_path> "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404"
  47. .. seealso:: To set the environment variable on Windows, press :kbd:`Windows + R`, type
  48. "control system", then click on **Advanced system settings** in the left
  49. pane, then click on **Environment variables** on the window that appears.
  50. .. seealso:: To set the environment variable on Linux or macOS, use
  51. ``export ANDROID_HOME=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to
  52. the root of the SDK directories.
  53. Building the export templates
  54. -----------------------------
  55. Godot needs two export templates for Android: the optimized "release"
  56. template (``android_release.apk``) and the debug template (``android_debug.apk``).
  57. As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019,
  58. the commands below build an APK containing both ARMv7 and ARMv8 libraries.
  59. Compiling the standard export templates is done by calling SCons from the Godot
  60. root directory with the following arguments:
  61. - Release template (used when exporting with **Debugging Enabled** unchecked)
  62. ::
  63. scons platform=android target=template_release arch=arm32
  64. scons platform=android target=template_release arch=arm64 generate_apk=yes
  65. .. note::
  66. If you are changing the list of architectures you're building, remember to add
  67. ``generate_apk=yes`` to the *last* architecture you're building, so that an APK
  68. file is generated after the build.
  69. The resulting APK will be located at ``bin/android_release.apk``.
  70. - Debug template (used when exporting with **Debugging Enabled** checked)
  71. ::
  72. scons platform=android target=template_debug arch=arm32
  73. scons platform=android target=template_debug arch=arm64 generate_apk=yes
  74. The resulting APK will be located at ``bin/android_debug.apk``.
  75. .. seealso::
  76. If you want to enable Vulkan validation layers, see
  77. :ref:`Vulkan validation layers on Android <doc_vulkan_validation_layers_android>`.
  78. Adding support for x86 devices
  79. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  80. If you also want to include support for x86 and x86_64 devices, run the SCons
  81. command a third and fourth time with the ``arch=x86_32``, and
  82. ``arch=x86_64`` arguments before building the APK with Gradle. For
  83. example, for the release template:
  84. ::
  85. scons platform=android target=template_release arch=arm32
  86. scons platform=android target=template_release arch=arm64
  87. scons platform=android target=template_release arch=x86_32
  88. scons platform=android target=template_release arch=x86_64 generate_apk=yes
  89. This will create a fat binary that works on all platforms.
  90. The final APK size of exported projects will depend on the platforms you choose
  91. to support when exporting; in other words, unused platforms will be removed from
  92. the APK.
  93. Cleaning the generated export templates
  94. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  95. You can use the following commands to remove the generated export templates:
  96. ::
  97. cd platform/android/java
  98. # On Windows
  99. .\gradlew clean
  100. # On Linux and macOS
  101. ./gradlew clean
  102. Using the export templates
  103. --------------------------
  104. Godot needs release and debug APKs that were compiled against the same
  105. version/commit as the editor. If you are using official binaries
  106. for the editor, make sure to install the matching export templates,
  107. or build your own from the same version.
  108. When exporting your game, Godot opens the APK, changes a few things inside and
  109. adds your files.
  110. Installing the templates
  111. ~~~~~~~~~~~~~~~~~~~~~~~~
  112. The newly-compiled templates (``android_debug.apk``
  113. and ``android_release.apk``) must be copied to Godot's templates folder
  114. with their respective names. The templates folder can be located in:
  115. - Windows: ``%APPDATA%\Godot\export_templates\<version>\``
  116. - Linux: ``$HOME/.local/share/godot/export_templates/<version>/``
  117. - macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``
  118. ``<version>`` is of the form ``major.minor[.patch].status`` using values from
  119. ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``).
  120. You also need to write this same version string to a ``version.txt`` file located
  121. next to your export templates.
  122. .. TODO: Move these paths to a common reference page
  123. However, if you are writing your custom modules or custom C++ code, you
  124. might instead want to configure your APKs as custom export templates
  125. here:
  126. .. image:: img/andtemplates.png
  127. You don't even need to copy them, you can just reference the resulting
  128. file in the ``bin\`` directory of your Godot source folder, so that the
  129. next time you build you will automatically have the custom templates
  130. referenced.
  131. Building the Godot editor
  132. -------------------------
  133. Compiling the editor is done by calling SCons from the Godot
  134. root directory with the following arguments:
  135. ::
  136. scons platform=android arch=arm32 production=yes target=editor
  137. scons platform=android arch=arm64 production=yes target=editor
  138. scons platform=android arch=x86_32 production=yes target=editor
  139. scons platform=android arch=x86_64 production=yes target=editor generate_apk=yes
  140. You can skip certain architectures depending on your target device to speed up
  141. compilation. Remember to add ``generate_apk=yes`` to the *last* architecture
  142. you're building, so that an APK file is generated after the build.
  143. The resulting APK will be located at ``bin/android_editor_builds/android_editor-release.apk``.
  144. Removing the Editor templates
  145. -----------------------------
  146. You can use the following commands to remove the generated editor templates:
  147. ::
  148. cd platform/android/java
  149. # On Windows
  150. .\gradlew clean
  151. # On Linux and macOS
  152. ./gradlew clean
  153. Installing the Godot editor
  154. ---------------------------
  155. With an Android device with Developer Options enabled, connect the Android device to your computer via its charging cable to a USB/USB-C port.
  156. Open up a Terminal/Command Prompt and run the following commands from the root directory with the following arguments:
  157. ::
  158. adb install ./bin/android_editor_builds/android_editor-release.apk
  159. Troubleshooting
  160. ---------------
  161. Platform doesn't appear in SCons
  162. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  163. Double-check that you've set the ``ANDROID_HOME``
  164. environment variable. This is required for the platform to appear in SCons'
  165. list of detected platforms.
  166. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`
  167. for more information.
  168. Application not installed
  169. ~~~~~~~~~~~~~~~~~~~~~~~~~
  170. Android might complain the application is not correctly installed.
  171. If so:
  172. - Check that the debug keystore is properly generated.
  173. - Check that the jarsigner executable is from JDK 8.
  174. If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
  175. ::
  176. adb logcat
  177. Then check the output while the application is installed;
  178. the error message should be presented there.
  179. Seek assistance if you can't figure it out.
  180. Application exits immediately
  181. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  182. If the application runs but exits immediately, this might be due to
  183. one of the following reasons:
  184. - Make sure to use export templates that match your editor version; if
  185. you use a new Godot version, you *have* to update the templates too.
  186. - ``libgodot_android.so`` is not in ``libs/<arch>/``
  187. where ``<arch>`` is the device's architecture.
  188. - The device's architecture does not match the exported one(s).
  189. Make sure your templates were built for that device's architecture,
  190. and that the export settings included support for that architecture.
  191. In any case, ``adb logcat`` should also show the cause of the error.