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Refactor the project in accordance with the new Godot Android plugin v1 architecture #94
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@NeoSpark314 @BastiaanOlij ping! |
- Select `Required` if your app only uses hand tracking. | ||
- `Custom Template` | ||
- `Use Custom Build` must be enabled. | ||
- `Plugins` list must contain `OVRMobile`. This enables the `OVRMobile` plugin for the project. |
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What is this Plugins
list? I can't find it in the export settings.
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@NeoSpark314 To test this change, you must build the latest version of the Godot 3.2
branch and use that.
Make sure you build both the |
Thank you @m4gr3d; now I can export/deploy an .apk; I also updated to the recent 3.2 branch and now have the plugins setting in the export but I think I'm still missing something as the plugin is still not added to the generated .apk file it seems: I have in demo/android/plugins/ the .aar files generated from the build (is there a difference between OVRMobile-debug/release.aar and plugin-debug/release.aar?) And I have added But the resulting .apk does not include the scripts and binaries from the OVRMobile plugin. Also is it correct that with new system you will not be able anymore to read the OvrVrApiTypes.gd script files form the ovrmobile plugin in the game project anymore? |
@NeoSpark314 Only one of the How do you check the resulting apk? A All the existing functionality is conserved with the new system, nothing is lost :) |
@NeoSpark314 can you also provide a screenshot for the directory containing the AAR file, as well as a screenshot of the build.gradle file. |
@NeoSpark314 either your 3.2 branch is not up-to-date, or the Godot templates file were not regenerated after updating it. Once you regenerate the Godot templates, make sure to update your build of Godot with the new files (location typically varies based on the OS), nuke your current |
Someone on IRC was having the same issue and it was caused by environment variables; i.e: Android Studio and the shell used by Godot see two different things. |
@m4gr3d now it works; thanks for your help, patience and great work on restructuring the whole android build system! Now I think I have seen enough of the new system to potentially help others too when they run into problems :-) For now I solved the NDK verison system by adding the specific version to the android section in the build.gradle. Not sure where it picks up the older version number from (I have no android studio installed). |
@NeoSpark314 I should probably include steps to install a specific version of the NDK, and add that version to the gradle build file to avoid errors like the one you ran into. |
@NeoSpark314 Did you use version |
@m4gr3d yes; I used
|
…v1 architecture. This transforms the original project into an Android library project, which has the nice side effect of simplifying integration with Android Studio and gradle.
@NeoSpark314 I've updated the |
This transforms the original project into an Android library project, which has the nice side effect of simplifying integration with Android Studio and gradle.
Resolves #93