Improve docs on compiling for Android for 2.1

Based on @KelinciFX's work in #214.
This commit is contained in:
Rémi Verschelde
2016-08-03 08:21:13 +02:00
parent f60e04a481
commit abd37b7b83
+93 -118
View File
@@ -21,16 +21,17 @@ Requirements
For compiling under Windows, Linux or OSX, the following is required:
- Python 2.7+ (3.0 is untested as of now).
- SCons build system.
- Python 2.7+ (3.0 is untested as of now)
- SCons build system
- [Windows only] PyWin32 (optional, for parallel compilation)
- Android SDK version 19 [Note: Please install all Tools and Extras of sdk manager]
- Android build tools version 19.1
- Android NDK
- Gradle
- OpenJDK 6 or later (or Oracle JDK 6 or later)
- Android NDK r10e or later
- Gradle (will be downloaded and installed automatically if missing)
- JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 is untested as of now
Setting up SCons
----------------
Setting up the buildsystem
--------------------------
Set the environment variable ANDROID_HOME to point to the Android
SDK.
@@ -43,66 +44,12 @@ To set those environment variables on Windows, press Windows+R, type
pane, then click on **Environment variables** on the window that
appears.
To set those environment variables on Linux, use
To set those environment variables on Unix (e.g. Linux, Mac OSX), use
``export ANDROID_HOME=/path/to/android-sdk`` and
``export ANDROID_NDK_ROOT=/path/to/android-ndk``.
Compiling
---------
Go to the root dir of the engine source code and type:
::
C:\godot> scons platform=android
This should result in a regular .so in ``\bin`` folder as if it was
compiled with flags: ``tools=no target=debug``. The resulting file will
be huge because it will contain all debug symbols, so for next builds,
using ``target=release_debug`` or ``target=release`` is recommended.
Copy the .so to the ``libs/armeabi`` Android folder (or symlink if you are
in Linux or OSX). Note: Git does not support empty directories so you
will have to create it if it does not exist:
::
C:\godot> mkdir platform/android/java/libs
C:\godot> mkdir platform/android/java/libs/armeabi
Then copy:
::
C:\godot> copy bin/libgodot.android.<version>.so platform/android/java/libs/armeabi/libgodot_android.so
Or alternatively, if you are under a Unix system you can symlink:
::
user@host:~/godot$ ln -s bin/libgodot.android.<version>.so platform/android/java/libs/armeabi/libgodot_android.so
Remember that only *one* of libgodot_android.so must exist for each
platform, for each build type (release, debug, etc), it must be
replaced.
**Note**: The file inside ``libs/armeabi`` must be renamed to
**"libgodot_android.so"**, or else unsatisfied link error will happen
at runtime.
If you also want to include support for x86 Android, add the following
compile flag: ``android_arch=x86``, then copy/symlink the resulting binary to
the ``x86`` folder:
::
C:\godot> copy bin/libgodot.android.<version>.x86.so platform/android/java/libs/x86/libgodot_android.so
This will create a fat binary that works in both platforms, but will add
about 6 megabytes to the APK.
Toolchain
---------
~~~~~~~~~
We usually try to keep the Godot Android build code up to date, but
Google changes their toolchain versions very often, so if compilation
@@ -113,74 +60,99 @@ the current number, then set the following environment variable:
NDK_TARGET (by default set to "arm-linux-androideabi-4.9")
Building the APK
----------------
To compile the APK, go to the Java folder and run ``gradlew.bat build``
(or ``./gradlew build`` on Unix):
::
C:\godot\platform\android\java> gradlew.bat build
In the ``java/bin`` subfolder, the resulting apk can be used as export
template.
**Note:** If you reaaaally feel oldschool, you can copy your entire game
(or symlink) to the assets/ folder of the Java project (make sure
engine.cfg is in assets/) and it will work, but you lose all the
benefits of the export system (scripts are not byte-compiled, textures
not converted to Android compression, etc. so it's not a good idea).
Compiling export templates
--------------------------
Godot needs the freshly compiled APK as export templates. It opens the
APK, changes a few things inside, adds your file and spits it back. It's
really handy! (and required some reverse engineering of the format).
Building the export templates
-----------------------------
Godot needs two export templates for Android: the optimized "release"
template (`android_release.apk`) and the debug version (`android_debug.apk`).
Compiling the standard export templates is done by calling scons with
the following arguments:
- (debug)
::
C:\godot> scons platform=android target=release_debug
C:\godot> cp bin/libgodot_android.opt.debug.so platform/android/java/libs/armeabi/libgodot_android.so
C:\godot> cd platform/android/java
C:\godot\platform\android\java> gradlew.bat build
Resulting APK is in:
::
platform/android/java/build/outputs/apk/java-release-unsigned.apk
- (release)
- Release template (used when exporting with "Debugging Enabled" OFF)
::
C:\godot> scons platform=android target=release
C:\godot> cp bin/libgodot_android.opt.so platform/android/java/libs/armeabi/libgodot_android.so
C:\godot> cd platform/android/java
C:\godot\platform\android\java> gradlew.bat build
C:\godot\platform\android\java> gradlew build
Resulting APK is in:
The resulting APK is in:
::
platform/android/java/build/outputs/apk/java-release-unsigned.apk
bin\android_release.apk
(same as before)
They must be copied to your templates folder with the following names:
- Debug template (used when exporting with "Debugging Enabled" ON)
::
android_debug.apk
android_release.apk
C:\godot> scons platform=android target=release_debug
C:\godot> cd platform/android/java
C:\godot\platform\android\java> gradlew build
The resulting APK is in:
::
bin\android_debug.apk
Faster compilation
~~~~~~~~~~~~~~~~~~
If you are on Unix or installed PyWin32 on Windows and have multiple CPU
cores available, you can speed up the compilation by adding the ``-jX``
argument to the SCons command, where ``X`` is the number of cores that you
want to allocate to the compilation, e.g. ``scons -j4``.
Adding support for x86 devices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you also want to include support for x86 devices, run the scons command
a second time with the ``android_arch=x86`` argument before building the APK
with Gradle. For example for the release template:
::
C:\godot> scons platform=android target=release
C:\godot> scons platform=android target=release android_arch=x86
C:\godot> cd platform/android/java
C:\godot\platform\android\java> gradlew build
This will create a fat binary that works in both platforms, but will add
about 6 megabytes to the APK.
Troubleshooting
~~~~~~~~~~~~~~~
It might be necessary to clean the build cache between two APK compilations,
as some users have reported issues when building the two export templates
one after the other.
Using the export templates
--------------------------
As export templates for Android, Godot needs release and debug APKs that
were compiled against the same version/commit as the editor. If you are
using official binaries for the editor, make sure to install the matching
export templates, or to build your own from the same version.
When exporting your game, Godot opens the APK, changes a few things inside,
adds your file and spits it back. It's really handy! (and required some
reverse engineering of the format).
Installing the templates
~~~~~~~~~~~~~~~~~~~~~~~~
The newly-compiled templates (android_debug.apk and android_release.apk)
must be copied to Godot's templates folder with their respective names.
The templates folder can be located in:
- Windows: ``C:\Users\[username]\AppData\Roaming\Godot\templates``
- Linux: ``/home/[username]/.godot/templates``
- Mac OSX: ``/users/[username]/.godot/templates``
.. TODO: Move these paths to a common reference page
However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your APKs as custom export templates
@@ -189,8 +161,9 @@ here:
.. image:: /img/andtemplates.png
You don't even need to copy them, you can just reference the resulting
file in the ``bin\`` directory of your Godot source folder, so the next
time you build you automatically have the custom templates referenced.
file in the ``bin\`` directory of your Godot source folder, so that the
next time you build you will automatically have the custom templates
referenced.
Troubleshooting
---------------
@@ -202,7 +175,7 @@ Android might complain the application is not correctly installed. If
so, check the following:
- Check that the debug keystore is properly generated.
- Check that jarsigner is from JDK6.
- Check that jarsigner is from JDK 6, 7 or 8.
If it still fails, open a command line and run logcat:
@@ -221,7 +194,9 @@ Application exits immediately
If the application runs but exits immediately, there might be one of the
following reasons:
- libgodot_android.so is not in ``libs/armeabi``
- Make sure to use export templates that match your editor version; if
you use a new Godot version, you *have* to update the templates too.
- libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``
- Device does not support armv7 (try compiling yourself for armv6)
- Device is Intel, and apk is compiled for ARM.