Godot: Compile Godot tools for Android

Created on 8 Apr 2014  ยท  58Comments  ยท  Source: godotengine/godot

Can the entire program be compiled into a version for Android, so that game development can be entirely completed on the go?

archived discussion android pr welcome editor porting

Most helpful comment

https://github.com/godotengine/godot/pull/36776 opened a WIP PR opened, let's see how much time it will take me to get it to be fully ported!

All 58 comments

With a little effort I believe that's possible. The editor is made within the engine (that's one of the things I like about it) so the question is who is going to do it first :)

There are a few issues to solve in order to do this on Android, such as:
-control scheme
-how to run the game from within the editor

Other than that, don't see why not.

On Tue, Apr 8, 2014 at 12:34 PM, TheoXD [email protected] wrote:

With a little effort I believe that's possible. The editor is made within
the engine (that's one of the things I like about it) so the question is
who is going to do it first :)

Reply to this email directly or view it on GitHubhttps://github.com/okamstudio/godot/issues/267#issuecomment-39862985
.

How you compile a product using the product you have yet to compile is a
little confusing, but I appreciate the results. Anyway, running Android x86
on my Nettybook, so I'll take a crack at a dirty port and see what happens.
On Apr 8, 2014 11:34 AM, "TheoXD" [email protected] wrote:

With a little effort I believe that's possible. The editor is made within
the engine (that's one of the things I like about it) so the question is
who is going to do it first :)

Reply to this email directly or view it on GitHubhttps://github.com/okamstudio/godot/issues/267#issuecomment-39862985
.

i didnt try, but compiling godot editor for arm linux would be better!
due to chromebooks releases with arm processors.

Yeah. Was also thinking about asking the guys at RetroArch to see if they
wanted to throw a brain behind a Godot To Go Core, since they have a
libretro api, and are on damn near anything already.
On Apr 11, 2014 12:30 AM, "amagnoni" [email protected] wrote:

i didnt try, but compiling godot editor for arm linux would be better!
due to chromebooks releases with arm processors.

Reply to this email directly or view it on GitHubhttps://github.com/okamstudio/godot/issues/267#issuecomment-40169926
.

Someone mentioned successfully building Godot for ArchlinuxARM on IRC a couple days ago (and apparently out of the box).

please note that while they are the same architecture, compiling it for rasberry pie will not allow it to run on Android

From a correspondence on twitter:

todor imreorov โ€@blurymind 16h16 hours ago
@reduzio can godot editor run on #android to develop games on mobile like #love2d can? Would love to have it on my galaxy tab :D

Juan Linietsky โ€@reduzio 14h14 hours ago
@blurymind would not be difficult to do, but not a priority for the main devs. If anyone wants to contribute this work be welcome.

Basically Godot can compile games to android, but the actual editor doesnt have a port yet.
With the rise of android based tablets, I see more and more people use their tablet with a keyboard for work.
As an owner of an android galaxy note 10.1 and someone who spends 4 hours travelling on the train every work day, I started contemplating using that time to do some coding.

Unfortunately there are not many options at the moment, because most game engines have a huge footprint. The only I found that works well is Love2d, but to develop for it you dont have nice things such as code autocompletion on android.
https://love2d.org/

I think that having the editor also work on mobile devices would be a great way to take advantage of it's small footprint and bring to those platforms something that is currently not very available for them.

@reduz says it's not difficult to do, and work would be welcome.

here is love2d on the google play store btw
https://play.google.com/store/apps/details?id=org.love2d.android
having Godot at the playstore will give it more exposure, as there is currently no competition - apart of love2d.
There is seriously no other game engine editor on there atm.

I don't think it will be awesome, but a waste of time. If anyone wants to
do it, be welcome.

On Wed, Sep 14, 2016 at 6:25 AM, Todor Imreorov [email protected]
wrote:

From a correspondence on twitter:

todor imreorov โ€@blurymind https://github.com/blurymind 16h16 hours ago
@reduzio can godot editor run on #android to develop games on mobile like

love2d can? Would love to have it on my galaxy tab :D

Juan Linietsky โ€@reduzio 14h14 hours ago
@blurymind https://github.com/blurymind would not be difficult to do,
but not a priority for the main devs. If anyone wants to contribute this
work be welcome.

Basically Godot can compile games to android, but the actual editor doesnt
have a port yet.
With the rise of android based tablets, I see more and more people use
their tablet with a keyboard for work.
As an owner of an android galaxy note 10.1 and someone who spends 4 hours
travelling on the train every work day, I started contemplating using that
time to do some coding.

Unfortunately there are not many options at the moment, because most game
engines have a huge footprint. The only I found that works well is Love2d,
but to develop for it you dont have nice things such as code autocompletion
on android.
https://love2d.org/

I think that having the editor also work on mobile devices would be a
great way to take advantage of it's small footprint and bring to those
platforms something that is currently not very available for them.

@reduz https://github.com/reduz says it's not difficult to do, and work
would be welcome.

here is love2d on the google play store btw
https://play.google.com/store/apps/details?id=org.love2d.android
having Godot at the playstore will give it more exposure, as there is
currently no competition - apart of love2d.
There is seriously no other game engine editor on there atm.

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What's missing if you compile with tools=yes on android at the moment? it
seems like everything should be there, except maybe some specific editor
thing, like where it saves the global configuration.. There's also a flag
on the rasterizer to make it keep a local copy of the buffers, the editor
needs that. I'm happy to put an apk on the google store if we get a working
build..

On 14 September 2016 at 07:11, Juan Linietsky [email protected]
wrote:

I don't think it will be awesome, but a waste of time. If anyone wants to
do it, be welcome.

On Wed, Sep 14, 2016 at 6:25 AM, Todor Imreorov [email protected]
wrote:

From a correspondence on twitter:

todor imreorov โ€@blurymind https://github.com/blurymind 16h16 hours
ago
@reduzio can godot editor run on #android to develop games on mobile like

love2d can? Would love to have it on my galaxy tab :D

Juan Linietsky โ€@reduzio 14h14 hours ago
@blurymind https://github.com/blurymind would not be difficult to do,
but not a priority for the main devs. If anyone wants to contribute this
work be welcome.

Basically Godot can compile games to android, but the actual editor
doesnt
have a port yet.
With the rise of android based tablets, I see more and more people use
their tablet with a keyboard for work.
As an owner of an android galaxy note 10.1 and someone who spends 4 hours
travelling on the train every work day, I started contemplating using
that
time to do some coding.

Unfortunately there are not many options at the moment, because most game
engines have a huge footprint. The only I found that works well is
Love2d,
but to develop for it you dont have nice things such as code
autocompletion
on android.
https://love2d.org/

I think that having the editor also work on mobile devices would be a
great way to take advantage of it's small footprint and bring to those
platforms something that is currently not very available for them.

@reduz https://github.com/reduz says it's not difficult to do, and
work
would be welcome.

here is love2d on the google play store btw
https://play.google.com/store/apps/details?id=org.love2d.android
having Godot at the playstore will give it more exposure, as there is
currently no competition - apart of love2d.
There is seriously no other game engine editor on there atm.

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well, you will obviusly not be able to run the game

On Wed, Sep 14, 2016 at 1:26 PM, punto- [email protected] wrote:

What's missing if you compile with tools=yes on android at the moment? it
seems like everything should be there, except maybe some specific editor
thing, like where it saves the global configuration.. There's also a flag
on the rasterizer to make it keep a local copy of the buffers, the editor
needs that. I'm happy to put an apk on the google store if we get a working
build..

On 14 September 2016 at 07:11, Juan Linietsky [email protected]
wrote:

I don't think it will be awesome, but a waste of time. If anyone wants to
do it, be welcome.

On Wed, Sep 14, 2016 at 6:25 AM, Todor Imreorov <
[email protected]>
wrote:

From a correspondence on twitter:

todor imreorov โ€@blurymind https://github.com/blurymind 16h16 hours
ago
@reduzio can godot editor run on #android to develop games on mobile
like

love2d can? Would love to have it on my galaxy tab :D

Juan Linietsky โ€@reduzio 14h14 hours ago
@blurymind https://github.com/blurymind would not be difficult to
do,
but not a priority for the main devs. If anyone wants to contribute
this
work be welcome.

Basically Godot can compile games to android, but the actual editor
doesnt
have a port yet.
With the rise of android based tablets, I see more and more people use
their tablet with a keyboard for work.
As an owner of an android galaxy note 10.1 and someone who spends 4
hours
travelling on the train every work day, I started contemplating using
that
time to do some coding.

Unfortunately there are not many options at the moment, because most
game
engines have a huge footprint. The only I found that works well is
Love2d,
but to develop for it you dont have nice things such as code
autocompletion
on android.
https://love2d.org/

I think that having the editor also work on mobile devices would be a
great way to take advantage of it's small footprint and bring to those
platforms something that is currently not very available for them.

@reduz https://github.com/reduz says it's not difficult to do, and
work
would be welcome.

here is love2d on the google play store btw
https://play.google.com/store/apps/details?id=org.love2d.android
having Godot at the playstore will give it more exposure, as there is
currently no competition - apart of love2d.
There is seriously no other game engine editor on there atm.

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issuecomment-246955879
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That's true, to spawn a process that runs your game you'd have to do some
Intent/Activity trickery that is too annoying to even think about :p (maybe
the editor can do OS.url_open("godot://path/to/project"), and we register a
player to open that url scheme in android?) But the app could launch in
"project manager" mode, and just let you run or edit every time you launch..

On 14 September 2016 at 13:29, Juan Linietsky [email protected]
wrote:

well, you will obviusly not be able to run the game

On Wed, Sep 14, 2016 at 1:26 PM, punto- [email protected] wrote:

What's missing if you compile with tools=yes on android at the moment? it
seems like everything should be there, except maybe some specific editor
thing, like where it saves the global configuration.. There's also a flag
on the rasterizer to make it keep a local copy of the buffers, the editor
needs that. I'm happy to put an apk on the google store if we get a
working
build..

On 14 September 2016 at 07:11, Juan Linietsky [email protected]
wrote:

I don't think it will be awesome, but a waste of time. If anyone wants
to
do it, be welcome.

On Wed, Sep 14, 2016 at 6:25 AM, Todor Imreorov <
[email protected]>
wrote:

From a correspondence on twitter:

todor imreorov โ€@blurymind https://github.com/blurymind 16h16
hours
ago
@reduzio can godot editor run on #android to develop games on mobile
like

love2d can? Would love to have it on my galaxy tab :D

Juan Linietsky โ€@reduzio 14h14 hours ago
@blurymind https://github.com/blurymind would not be difficult to
do,
but not a priority for the main devs. If anyone wants to contribute
this
work be welcome.

Basically Godot can compile games to android, but the actual editor
doesnt
have a port yet.
With the rise of android based tablets, I see more and more people
use
their tablet with a keyboard for work.
As an owner of an android galaxy note 10.1 and someone who spends 4
hours
travelling on the train every work day, I started contemplating using
that
time to do some coding.

Unfortunately there are not many options at the moment, because most
game
engines have a huge footprint. The only I found that works well is
Love2d,
but to develop for it you dont have nice things such as code
autocompletion
on android.
https://love2d.org/

I think that having the editor also work on mobile devices would be a
great way to take advantage of it's small footprint and bring to
those
platforms something that is currently not very available for them.

@reduz https://github.com/reduz says it's not difficult to do, and
work
would be welcome.

here is love2d on the google play store btw
https://play.google.com/store/apps/details?id=org.love2d.android
having Godot at the playstore will give it more exposure, as there is
currently no competition - apart of love2d.
There is seriously no other game engine editor on there atm.

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You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<https://github.com/godotengine/godot/issues/267#
issuecomment-246955879
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how do you even compile it on android? The thing doesnt even have a terminal

You cross compile from any PC? Maybe running it will be an issue too since
the editor will package it like a game, but you actually want an empty
assets directory on the apk, so it launches the project manager?

On 14 September 2016 at 17:51, Todor Imreorov [email protected]
wrote:

how do you even compile it on android? The thing doesnt even have a
terminal

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This is a very old issue. You can already run Godot on your smartphone ( https://godot.online ) in Chrome, so it's better to change the title to something like "Optimize Godot for mobile" (e. g. UI, touch and virtual keyboard)

@LinuxUserGD There is 2 issues w/ this:

  • godot.online is unusable _right now_ because is frozen pending some approval on Dropbox
  • Even if worked, is not usable on commuting (at least on my commuting) because internet does not work on the whole tripline. In fact, it works on some spots of the trip only

@punto- @blurymind , i was wondering if you can use termux (https://github.com/termux) to compile , it allow you to have clang and gcc , it has not X11 though but we can run a ssh server there .. just some ideas . termux is very lightweight

Termux has support for clang but not for gcc/g++.
Scons isn't in the default package repo, so you have to manually build it via python.
Cross compiling doesn't work as this is intended for creating export templates (tested under X11). It just generates two executables (android_debug.apk and android_release.apk) which are both broken when trying to run them on AndroidX86.

@LinuxUserGD termux does support gcc/g++ (not officially tough) https://github.com/its-pointless/gcc_termux

@LinuxUserGD: Does not work for Android x86, but does for Android ARM?

@reduz consider this:
https://www.appgamekit.com/news/post/appgamekit-mobile-released
appgamekit_mobile_ide1519916456

Appgame kit is doing it now.

You also have this:
https://getchip.com/pages/pocketchip
Apart of pico8, we now also have tic80 run as an android app:
https://play.google.com/store/apps/details?id=com.nesbox.tic&hl=en_GB

So is even the Nintendo Switch with Fuze:
https://www.fuze.co.uk/nintendo-switch.html
keyboardimage

it's not new to open source projects. Love2d has been doing it for ages:
https://play.google.com/store/apps/details?id=org.love2d.android&hl=en

Learning to code on a mobile device is trendy, especially with a bluetooth keyboard. Lots of tablets nowadays come with a keyboard cover

So why not have a stripped down godot on android?
Godot go app- a stripped down godot code editor + runtime - to code on the go. It will get more people onboard- once they get serious about their godot game prototype- move onto the full Godot editor

Anyways, thats my sales pitch. Perhaps somebody would be interested enough to make it possible. The goal is to get godot as an app- on the android store.

We don't need to get the whole editor to work perfectly. Even just the code editor bundled with a runtime would be incredible. Then people can perhaps set their game project at home pc, but be able to write and test gdscript code of their game anywhere- via a tablet or smartphone

@blurymind porting the whole editor to Android is probably easier. Making a special version of the editor just for Android will require much more work, since it needs to be made from the ground up.

The challenge for that, AIUI are: 1) Compile all the libs required by the editor to the Android architecture, and 2) figure out a way to launch the project as another app from the project source.

Currently get some error when I try to compile source for android with tools=yes: (see #17385)

godot.online is no longer online. Is there anything similar available right now?

Control scheme is not a problem if all we want to target is large Android devices with keyboards. There's also Android-x86 which is Android compiled for x86 desktop computers.

Since no one has pointed this out yet, for vnen's #2 I've used APDE which lets you compile and run Processing code entirely on Android.

I'm not familiar enough with the under-the-hood of either project, but it seems like it's probably not impossible.

I think it should be possible if you use a standard game, compile to the .apk with tools=yes, open it and remove this what would be the .pck. If you set the permission to read/write, maybe you can open a project then. The only problem is running it inside the editor, for that another .apk would be needed with an open with dialogue from the project manager .apk.

Now that the new goal for Godot 3.2 is getting the Godot editor to run on a web browser, is there any chance that this will also happen for Android?

Getting it to run is the first step. From there on it's a matter of improving the user experience on a mobile device with touch input

new goal for Godot 3.2 is getting the Godot editor to run on a web browser

What? Where did they say so?

What? Where did they say so?

"Getting the Godot editor to run on a web browser (ideal for public teaching institutions)."
https://godotengine.org/article/godot-3-1-released
@Zireael07

Hey, im also looking to run it on my android device. I've got bluetooth keyboard and mouse and a usbc docking bay. So it'd be super convenient to be able to do this on the train and then do it at home on the same device.

Not sure if this is the place to post about this, but I got the Godot editor 3.2 beta2 to start on Android, but couldn't open a project. Maybe this helps as a starting point.
Warning, the following video flickers heavily: https://gfycat.com/illegalbronzekoala

I basically followed the compiling for android docs.
I first set the Android environment with export ANDROID_HOME=<path to android sdk> ANDROID_NDK_ROOT=<path to android ndk>, built the editor with scons p=android tools=yes, cd platform/android/java and created an apk with ./gradlew generateGodotTemplates.

It didn't install right away, I had to sign it manually from the command line.

Obvious problems are the flickering and its inability to access the filesystem. The apk doesn't ask for any permissions, so that's expected.

Obvious problems are the flickering and its inability to access the filesystem. The apk doesn't ask for any permissions, so that's expected.

The flickering might be due to double / triple buffering and the buffer being swapped on every frame on the android build, and the editor trying to swap buffers on demand (only when the screen changes). It's probably easy to fix.

https://developer.android.com/reference/android/opengl/GLSurfaceView.html#setRenderMode(int)

This is exciting!

I (very hackily) got the permissions problem solved: I edited platform/android/java/lib/src/org/godotengine/godot/Godot.java and added a requestPermissions(); into onCreate().
Then I edited platform/android/java/app/AndroidManifest.xml and added <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>.

Now it can read and create project directories, but it crashes when trying to edit a project, sadly without any output in the Android log. On Linux, the Godot editor spawns a new window when selecting a project to edit from the project overview. I could imagine this transition being the problem, but I don't know enough Android nor Godot.

@fahrstuhl Perhaps, for testing if the editor itself works, you can make Godot open a project directly? The command-line syntax is /path/to/godot --path /path/to/project --editor. You can also exclude --editor to have it run the game instead of the editor (requires .import/ to be present).

Also, consider uploading your work to a branch on GitHub, so people can see and build on your work.

Okay, I forked godot and made a branch for this.

I managed to fix the flickering, the project manager runs in low_processor_mode by default and this is buggy on Android.

I did not manage to pass any command line options to the app on Android.
I think if the editor wouldn't fork from the project manager but just replace the scene tree root, everything should work.
This seems to be exactly what happens when the splash screen switches to the project manager, but I did not manage to transfer this to the switch to the editor, yet.

I managed to get the editor to run in a _really_ hacky and broken way.

Instead of having the project manager spawn a new process with the editor, it just switches scenes to the editor node. I'm not sure how much of the project manager state is still around after switching scenes, but I think this method could also be used to switch between the game and the editor on Android.

Apart from that, the editor crashes when I try to attach a script to a node, Android touch screens don't have right and middle click, everything takes quite some time to load, and handling files on Android is very broken. So quite a lot of work left to do, but it does run.

Edit: Oops, linked to the wrong video on Youtube, sorry.

@fahrstuhl can you elaborate on how do you compile and install it?
(I think I managed to compile your android_editor branch (after rebase on master) by scons platform=android target=release android_arch=arm64v8 -j 4 tools=yes target=release_debug but I'm not sure what to run)

As described here, I basically followed the building for android documentation. After you build with scons, you cd platform/android/java and create an apk with ./gradlew generateGodotTemplates. Then you have the apk files for Android in platform/android/java/app/build/outputs/apk/debug, but you need to zipalign and sign them first.

  1. zipalign with: zipalign -v -p 4 android_debug.apk android_debug_aligned.apk
  2. create a debug keystore to sign: keytool -genkey -v -keystore debug.keystore -keyalg RSA -keysize 2048 -validity 10000 -alias my-alias
  3. sign the apk with: apksigner sign --ks debug.keystore --out android_debug_signed.apk android_debug_aligned.apk.

Then you can install the android_debug_signed.apk.

@fahrstuhl after trying it for a bit, I started to work on it,
A. The biggest problem I have is I can't manage to debug the cpp code in the editor which makes everything slow
B. It looks like the editor can't an editor settings because base config is not set and I can't manage to set it (tried implementing get exec path and get config path on os_android but because I can't debug I can't find what value it should be for it to work)
C. Same for project res directory which it also seems to not be able to create...
D. For some reason when clicking on the directory button on start screen on existing project it sends a file uri to intent open which crash the app, and I don't know how to fix it without breaking the current system (which I could debug because its on the java part, but whats sends the uri is on the cpp part) (which I never used so I don't know how normal games use it)

As I said in the start the actual biggest problem is lack of knowledge on how to debug, if someone could help do it, It would be really appreciated

@fahrstuhl Update
5 days ago I finally managed to debug it, so...
I made script and projects files to work to work,
Also made home screen to save settings (which says that editor settings is being saved)
sorry for not forking from you...

let the testing begin!

current problems, double tap is not a thing so you can't choose anything
do you mind if I open WIP pr?

do you mind if I open WIP pr?

Please do, assuming you're willing to work on it until it's in a functional and mergeable state.

However, pull requests for new features need to be made against the master branch. I noticed that your android_editor branch is currently based on top of the 3.2 branch. If you wish to submit a pull request, you will need to make a branch that is based on master first.

@aaronfranke that's my intention, porting it till it done

Also I tried working on master, but sometime around 2 weeks ago there was a merge that break the build with tools true (I think, didn't try without it) on android, I would need to investigate it

@thebestnom
Is android even working with vulkan on master branch? I don't think that GLES2 is ported back yet to use new RenderDevice code so currently it should either fail to compile or to install/run with or without tools (?)

@LinuxUserGD to me it failed to compile with tools, so I guess that answers your question?

Also, is there any chat that godot community use so we don't spam the issue?

@thebestnom Discord (Godot or Extended Libraries) e. g.

Great to read you're making progress @thebestnom !

I got the impression most of the engine dev talk happens on the IRC channel, which also has a matrix bridge.

I asked on the IRC channel about how to best adapt the editor to Android (between 13:00 and 16:30) and running each the project manager, the editor and the game as different activities sounded like the best way.

Also the Android port _might_ change to convert nearly all Java code to C++ by making it a NativeActivity:

[18:16:23] \ [18:16:33] \

So maybe we should ask about that, too.

@thebestnom I personally use Discord the most. IRC is best for contacting the lead devs since they hang around there, but Discord is better for casual chatting since it has many channels and preserves history (on IRC you can only see messages posted after you join).

so where can we open an open channel for android porting?

https://github.com/godotengine/godot/pull/36776 opened a WIP PR opened, let's see how much time it will take me to get it to be fully ported!

Seems like this is back:
https://twitter.com/godot_online/status/1252688213702930434
Maybe they have some patches that could be used on android native too, not sure.

@LinuxUserGD the PR is mostly working (3d is broken because android on master is broken) but having the abilty to works with local files is great, and I have git on my termux so I can actually work with it

Also running the game doesn't work so Ill guess Ill look how he handle it

I'll close this issue, as it's 6 years old now and the initial question was Can the entire program be compiled into a version for Android? - the answer is yes, with some caveats, it seems. :)

Great work on figuring out the Android build, and please keep working on it - and if you encounter any specific issues with Godot on Android, open issues or PRs for them!

In the meantime, I'll keep an eye on the open PR - having the editor work on Android out of the box would cool.

Thanks to everyone for the great discussion!

looks good!

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