Improve the Compiling for Android page

This mentions that Gradle will automatically download SDK components
(except the NDK, as it is used before Gradle is called).

(cherry picked from commits 012491d8b1
and 2514d3415c)
This commit is contained in:
Hugo Locurcio
2018-12-08 20:48:18 +01:00
committed by Rémi Verschelde
parent d1b8ba9d6b
commit 6fce62bbca

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@@ -8,47 +8,65 @@ Compiling for Android
Note
----
For most cases, using the built-in deployer and export templates is good
In most cases, using the built-in deployer and export templates is good
enough. Compiling the Android APK manually is mostly useful for custom
builds or custom packages for the deployer.
Also, you still need to do all the steps mentioned in the
:ref:`doc_exporting_for_android` tutorial before attempting your custom
export template.
Also, you still need to follow the steps mentioned in the
:ref:`doc_exporting_for_android` tutorial before attempting to build
a custom export template.
Requirements
------------
For compiling under Windows, Linux or macOS, the following is required:
- Python 2.7+ or Python 3.5+
- SCons build system
- [Windows only] PyWin32 (optional, for parallel compilation)
- Android SDK version 23.0.3 [Note: Please install all tools and extras of the SDK Manager]
- Android build tools version 19.1
- Android NDK r13 or later
- `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`_
- `SCons <https://scons.org/pages/download.html>`_ build system
- `Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)
- Required SDK components will be automatically installed by Gradle (except the NDK)
- `Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 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
- JDK 8 (either OpenJDK or Oracle JDK)
- JDK 9 or later are not currently supported
- You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_
.. seealso:: For a general overview of SCons usage for Godot, see
:ref:`doc_introduction_to_the_buildsystem`.
Setting up the buildsystem
--------------------------
Set the environment variable ANDROID_HOME to point to the Android
SDK.
Set the environment variable ``ANDROID_HOME`` to point to the Android
SDK. If you downloaded the Android command-line tools, this would be
the folder where you extracted the contents of the ZIP archive.
Later on, ``gradlew`` will install necessary SDK components in this folder.
However, you need to accept the SDK component licenses before they can be
downloaded by Gradle. This can be done by running the following command
from the root of the SDK directory, then answering all the prompts
with ``y``:
Set the environment variable ANDROID_NDK_ROOT to point to the
::
tools/bin/sdkmanager --licenses
Set the environment variable ``ANDROID_NDK_ROOT`` to point to the
Android NDK.
To set those environment variables on Windows, press Windows+R, type
To set those environment variables on Windows, press **Windows + R**, type
"control system", then click on **Advanced system settings** in the left
pane, then click on **Environment variables** on the window that
appears.
To set those environment variables on Unix (e.g. Linux, macOS), use
To set those environment variables on Linux or macOS, use
``export ANDROID_HOME=/path/to/android-sdk`` and
``export ANDROID_NDK_ROOT=/path/to/android-ndk``.
Where /path/to/android-sdk and /path/to/android-ndk is the path where Android SDK
and Android NDK are placed on your PC.
``export ANDROID_NDK_ROOT=/path/to/android-ndk``
where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to
the root of the SDK and NDK directories.
Toolchain
~~~~~~~~~
@@ -66,81 +84,75 @@ 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
template (``android_release.apk``) and the debug template (``android_debug.apk``).
As Google will require all APKs to include ARMv8 (64-bit) libraries starting
from August 2019, the commands below will build an APK containing both
ARMv7 and ARMv8 libraries.
Compiling the standard export templates is done by calling SCons with
the following arguments:
- Release template (used when exporting with "Debugging Enabled" OFF)
- Release template (used when exporting with **Debugging Enabled** unchecked)
::
C:\godot> scons platform=android target=release
C:\godot> cd platform/android/java
C:\godot\platform\android\java> gradlew build
scons platform=android target=release android_arch=armv7
scons platform=android target=release android_arch=arm64v8
cd platform/android/java
# On Windows
.\gradlew build
# On Linux and macOS
./gradlew build
(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)
The resulting APK is in:
The resulting APK will be located at ``bin/android_release.apk``.
- Debug template (used when exporting with **Debugging Enabled** checked)
::
bin\android_release.apk
scons platform=android target=release_debug android_arch=armv7
scons platform=android target=release_debug android_arch=arm64v8
cd platform/android/java
# On Windows
.\gradlew build
# On Linux and macOS
./gradlew build
- Debug template (used when exporting with "Debugging Enabled" ON)
::
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``.
The resulting APK will be located at ``bin/android_debug.apk``.
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:
If you also want to include support for x86 devices, run the SCons command
a third 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
scons platform=android target=release android_arch=armv7
scons platform=android target=release android_arch=arm64v8
scons platform=android target=release android_arch=x86
cd platform/android/java
# On Windows
.\gradlew build
# On Linux and macOS
./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.
This will create a fat binary that works on all platforms.
The final APK size of exported projects will depend on the platforms you choose
to support when exporting; in other words, unused platforms will be removed from
the APK.
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.
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 build your own from the same version.
When exporting your game, Godot opens the APK, changes a few things inside and
adds your files.
@@ -148,13 +160,18 @@ adds your files.
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:
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]/.local/share/godot/templates/[gd-version]/``
- macOS: ``/users/[username]/.godot/templates``
- Windows: ``%APPDATA%\Godot\templates\<version>\``
- Linux: ``$HOME/.local/share/godot/templates/<version>/``
- macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``
``<version>`` is of the form ``major.minor[.patch].status`` using values from
``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``).
You also need to write this same version string to a ``version.txt`` file located
next to your export templates.
.. TODO: Move these paths to a common reference page
@@ -175,80 +192,34 @@ Troubleshooting
Application not installed
~~~~~~~~~~~~~~~~~~~~~~~~~
Android might complain the application is not correctly installed. If
so, check the following:
Android might complain the application is not correctly installed.
If so:
- Check that the debug keystore is properly generated.
- Check that jarsigner is from JDK 6, 7 or 8.
- Check that the jarsigner executable is from JDK 8.
If it still fails, open a command line and run logcat:
If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:
::
C:\android-sdk\platform-tools> adb logcat
And check the output while the application is installed. Reason for
failure should be presented there.
adb logcat
Then check the output while the application is installed;
the error message should be presented there.
Seek assistance if you can't figure it out.
Application exits immediately
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If the application runs but exits immediately, there might be one of the
following reasons:
If the application runs but exits immediately, this might be due to
one of the following reasons:
- 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.
- ``libgodot_android.so`` is not in ``libs/<android_arch>/``
where ``<android_arch>`` is the device's architecture.
- The device's architecture does not match the exported one(s).
Make sure your templates were built for that device's architecture,
and that the export settings included support for that architecture.
In any case, ``adb logcat`` should also show the cause of the error.
Compilation fails
~~~~~~~~~~~~~~~~~
On Linux systems with Kernel version 4.3 or newer, compilation may fail
with the error "pthread_create failed: Resource temporarily unavailable."
This is because of a change in the way Linux limits thread creation. But
you can change those limits through the command line. Please read this
section thoroughly before beginning.
First open a terminal, then begin compilation as usual (it may be a good
idea to run a --clean first). While compiling enter the following in
your terminal:
::
user@host:~/$ top -b -n 1 | grep scons
The output should list a scons process, with its PID as the first number
in the output. For example the PID 1077 in the output shown below:
::
user@host:~/$ top -b -n 1 | grep scons
1077 user 20 0 10544 1628 1508 S 0.000 0.027 0:00.00 grep
Now you can use another command to increase the number of processes that
scons is allowed to spawn. You can check its current limits with:
::
user@host:~/$ prlimit --pid=1077 --nproc
You can increase those limits with the command:
::
user@host:~/$ prlimit --pid=1077 --nproc=60000:60500
Obviously you should substitute the scons PID output by top and a limits
that you think suitable. These are in the form --nproc=soft:hard where
soft must be lesser than or equal to hard. See the man page for more
information.
If all went well, and you entered the prlimit command while scons was
running, then your compilation should continue without the error.