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C#: Fix exporting for Android

scgm0 2 years ago
parent
commit
05bc070f7c
2 changed files with 5 additions and 12 deletions
  1. 0 4
      modules/mono/godotsharp_dirs.cpp
  2. 5 8
      platform/android/export/export_plugin.cpp

+ 0 - 4
modules/mono/godotsharp_dirs.cpp

@@ -33,10 +33,6 @@
 #include "mono_gd/gd_mono.h"
 #include "utils/path_utils.h"
 
-#ifdef ANDROID_ENABLED
-#include "mono_gd/support/android_support.h"
-#endif
-
 #include "core/config/project_settings.h"
 #include "core/io/dir_access.h"
 #include "core/os/os.h"

+ 5 - 8
platform/android/export/export_plugin.cpp

@@ -2225,17 +2225,15 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
 }
 
 bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
-#ifdef MODULE_MONO_ENABLED
-	// Don't check for additional errors, as this particular error cannot be resolved.
-	r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
-	r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
-	return false;
-#else
-
 	String err;
 	bool valid = false;
 	const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
 
+#ifdef MODULE_MONO_ENABLED
+	// Android export is still a work in progress, keep a message as a warning.
+	err += TTR("Exporting to Android when using C#/.NET is experimental.") + "\n";
+#endif
+
 	// Look for export templates (first official, and if defined custom templates).
 
 	if (!gradle_build_enabled) {
@@ -2365,7 +2363,6 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
 	}
 
 	return valid;
-#endif // !MODULE_MONO_ENABLED
 }
 
 bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {