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We need to surface to the user when GDNative addons have similarly named shared libraries as the Android plugins included in the project.
As of Godot 3.3.3, the GDNative addons silently override the shared libraries provided by the Android plugins which can lead to invalid builds and user confusion.
I'm not sure there's an automatic way we can resolve these merge conflicts, and so I'm leaning toward surfacing the issue to the user for a manual resolution (e.g: deleting the invalid shared libraries).
Steps to reproduce
Load a Godot project which has GDNative addon(s) and Android plugin(s) with similarly named shared libraries and attempt to export the project.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
I plan to update the way we handle Android plugins (aar binary) within the Godot Editor in the near future (proposal coming soon).
As part of that work, I'll be adding logic to detect when included GDNative addons and Android plugins have conflicting shared libraries.
Michael from VRWorkout is hanging out for this, he has already moved to 3.3 (or maybe even 3.4) because he's using various added features and is thus stuck on VrApi. Not knowing exactly his configuration I'm not sure why he's not using the OpenXR plugin with just the native libraries and only using AAR for the other plugins he uses or if he's stuck on some other combination of conflicts that this causes.
All in all though, moving forward this is something to solve seeing for OpenXR cross platform development we're going to have the full plugin installed in addons even if a custom build setup is used for Android deployment and we can't simply remove parts of the addons folder if they clash with deploying the binaries through AAR as it will break deployment on other platforms.
The files supplied through the AAR should take precedence over the files in the plugin folder.
Godot version
3.3.3.stable
System information
Android
Issue description
We need to surface to the user when GDNative addons have similarly named shared libraries as the Android plugins included in the project.
As of Godot 3.3.3, the GDNative addons silently override the shared libraries provided by the Android plugins which can lead to invalid builds and user confusion.
I'm not sure there's an automatic way we can resolve these merge conflicts, and so I'm leaning toward surfacing the issue to the user for a manual resolution (e.g: deleting the invalid shared libraries).
Steps to reproduce
Load a Godot project which has GDNative addon(s) and Android plugin(s) with similarly named shared libraries and attempt to export the project.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: