compiling_for_android.rst 8.4 KB

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  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.
  21. - On Linux,
  22. **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**.
  23. - Gradle (will be downloaded and installed automatically if missing).
  24. - JDK 11 (either OpenJDK or Oracle JDK).
  25. - You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_.
  26. .. seealso:: To get the Godot source code for compiling, see
  27. :ref:`doc_getting_source`.
  28. For a general overview of SCons usage for Godot, see
  29. :ref:`doc_introduction_to_the_buildsystem`.
  30. .. _doc_android_setting_up_the_buildsystem:
  31. Setting up the buildsystem
  32. --------------------------
  33. - Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android
  34. SDK. If you downloaded the Android command-line tools, this would be
  35. the folder where you extracted the contents of the ZIP archive.
  36. - Install the necessary SDK components in this folder:
  37. - Accept the SDK component licenses by running the following command
  38. where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:
  39. ::
  40. tools/bin/sdkmanager --sdk_root=<android_sdk_path> --licenses
  41. - Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK.
  42. ::
  43. tools/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"
  44. .. seealso:: To set the environment variable on Windows, press :kbd:`Windows + R`, type
  45. "control system", then click on **Advanced system settings** in the left
  46. pane, then click on **Environment variables** on the window that appears.
  47. .. seealso:: To set the environment variable on Linux or macOS, use
  48. ``export ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to
  49. the root of the SDK directories.
  50. Building the export templates
  51. -----------------------------
  52. Godot needs two export templates for Android: the optimized "release"
  53. template (``android_release.apk``) and the debug template (``android_debug.apk``).
  54. As Google will require all APKs to include ARMv8 (64-bit) libraries starting
  55. from August 2019, the commands below will build an APK containing both
  56. ARMv7 and ARMv8 libraries.
  57. Compiling the standard export templates is done by calling SCons from the Godot
  58. root directory with the following arguments:
  59. - Release template (used when exporting with **Debugging Enabled** unchecked)
  60. ::
  61. scons platform=android target=release android_arch=armv7
  62. scons platform=android target=release android_arch=arm64v8
  63. cd platform/android/java
  64. # On Windows
  65. .\gradlew generateGodotTemplates
  66. # On Linux and macOS
  67. ./gradlew generateGodotTemplates
  68. The resulting APK will be located at ``bin/android_release.apk``.
  69. - Debug template (used when exporting with **Debugging Enabled** checked)
  70. ::
  71. scons platform=android target=release_debug android_arch=armv7
  72. scons platform=android target=release_debug android_arch=arm64v8
  73. cd platform/android/java
  74. # On Windows
  75. .\gradlew generateGodotTemplates
  76. # On Linux and macOS
  77. ./gradlew generateGodotTemplates
  78. The resulting APK will be located at ``bin/android_debug.apk``.
  79. Adding support for x86 devices
  80. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  81. If you also want to include support for x86 and x86-64 devices, run the SCons
  82. command a third and fourth time with the ``android_arch=x86``, and
  83. ``android_arch=x86_64`` arguments before building the APK with Gradle. For
  84. example, for the release template:
  85. ::
  86. scons platform=android target=release android_arch=armv7
  87. scons platform=android target=release android_arch=arm64v8
  88. scons platform=android target=release android_arch=x86
  89. scons platform=android target=release android_arch=x86_64
  90. cd platform/android/java
  91. # On Windows
  92. .\gradlew generateGodotTemplates
  93. # On Linux and macOS
  94. ./gradlew generateGodotTemplates
  95. This will create a fat binary that works on all platforms.
  96. The final APK size of exported projects will depend on the platforms you choose
  97. to support when exporting; in other words, unused platforms will be removed from
  98. the APK.
  99. Cleaning the generated export templates
  100. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  101. You can use the following commands to remove the generated export templates:
  102. ::
  103. cd platform/android/java
  104. # On Windows
  105. .\gradlew cleanGodotTemplates
  106. # On Linux and macOS
  107. ./gradlew cleanGodotTemplates
  108. Using the export templates
  109. --------------------------
  110. Godot needs release and debug APKs that were compiled against the same
  111. version/commit as the editor. If you are using official binaries
  112. for the editor, make sure to install the matching export templates,
  113. or build your own from the same version.
  114. When exporting your game, Godot opens the APK, changes a few things inside and
  115. adds your files.
  116. Installing the templates
  117. ~~~~~~~~~~~~~~~~~~~~~~~~
  118. The newly-compiled templates (``android_debug.apk``
  119. and ``android_release.apk``) must be copied to Godot's templates folder
  120. with their respective names. The templates folder can be located in:
  121. - Windows: ``%APPDATA%\Godot\templates\<version>\``
  122. - Linux: ``$HOME/.local/share/godot/templates/<version>/``
  123. - macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``
  124. ``<version>`` is of the form ``major.minor[.patch].status`` using values from
  125. ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``).
  126. You also need to write this same version string to a ``version.txt`` file located
  127. next to your export templates.
  128. .. TODO: Move these paths to a common reference page
  129. However, if you are writing your custom modules or custom C++ code, you
  130. might instead want to configure your APKs as custom export templates
  131. here:
  132. .. image:: img/andtemplates.png
  133. You don't even need to copy them, you can just reference the resulting
  134. file in the ``bin\`` directory of your Godot source folder, so that the
  135. next time you build you will automatically have the custom templates
  136. referenced.
  137. Troubleshooting
  138. ---------------
  139. Platform doesn't appear in SCons
  140. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  141. Double-check that you've set the ``ANDROID_SDK_ROOT``
  142. environment variable. This is required for the platform to appear in SCons'
  143. list of detected platforms.
  144. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`
  145. for more information.
  146. Application not installed
  147. ~~~~~~~~~~~~~~~~~~~~~~~~~
  148. Android might complain the application is not correctly installed.
  149. If so:
  150. - Check that the debug keystore is properly generated.
  151. - Check that the jarsigner executable is from JDK 8.
  152. If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
  153. ::
  154. adb logcat
  155. Then check the output while the application is installed;
  156. the error message should be presented there.
  157. Seek assistance if you can't figure it out.
  158. Application exits immediately
  159. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  160. If the application runs but exits immediately, this might be due to
  161. one of the following reasons:
  162. - Make sure to use export templates that match your editor version; if
  163. you use a new Godot version, you *have* to update the templates too.
  164. - ``libgodot_android.so`` is not in ``libs/<android_arch>/``
  165. where ``<android_arch>`` is the device's architecture.
  166. - The device's architecture does not match the exported one(s).
  167. Make sure your templates were built for that device's architecture,
  168. and that the export settings included support for that architecture.
  169. In any case, ``adb logcat`` should also show the cause of the error.