Open surendra019 opened 1 month ago
I have seen similar error when setting up ci/cd, try to run
sudo apt install autoconf automake libtool pkg-config curl cmake gperf groff texinfo yasm nasm bison autogen git wget meson ninja-build rapidjson-dev
(that is command from make bootstrap
with ninja
package changed to ninja-build
)
PS You can get release with android binaries from my PR #28 (there is link to auto build)
your android build is not working, also your windows build doesn't play video. In fact, the latest windows build provided in the official repo is also not working. But only thing worked is the 1.0 version of windows build.
I checked, everything works for me, both on Windows 10 and Android, I have godot-stable version
On godot-latest, it worked even in the VR Oculus quest 2, but I have a fairly old firmware there, so I can't say for sure
please help me to make it work, I am finding its solution since 2 days. i have windows 11 and godot 4.2 stable.
You can try upgrading to godot-latest, if it doesn't break your project
I haven't worked much with godot, so I can't tell you for sure
I got latest version from godot auto build, I don't remember what the last one was at that time, but for example this one should work
https://github.com/godotengine/godot/actions/runs/9898707467 (Artifacts section, at the very bottom)
see this issue - https://drive.google.com/file/d/1ch8xJOqXyNXddSGWKz0wdWes7dLieVyE/view?usp=sharing
the video is not playing here. only the initialized message came.
let me try your version.
I don't know if this makes sense, but to rule out accidents: I started the scene with the paused flag set and then ran the video through the script
Now I will conduct a couple more tests with my setup, and write about the results
your version worked in windows. let me try in android. Do you know how to apply the export template in this version of godot? i have downloaded them from the same section.
You can add template in same place you have download stable, just "Add from file"
but it asks .tpz file
I think you can just place files here %appdata%/Godot/export_templates
and in folder 4.3.dev6
game3.zip (Godot-stable, v4.2.2.stable.official [15073afe3])
For me it works in this minimal setup on Win10 and Android 11 Redmi Note 9 Pro (i used eirteam-ffmpeg-5c249e3.zip
from my build)
I can't test with emulator, but I can send you exported APK
I think I found the problem: everything works on the "Compatibility" renderer, but not on "Mobile" or "Forward+" at least on Windows
As maintainer says here, and from what I've found out, you need either version 4.3 or the "Compatibility" renderer
Have you figured out how to install an export template?
yes, but by enabling gradle build for export, it throws an error, so now i am trying the compatibility mode. When I try the compatibilty mode in 4.2.2 stable, it crashes the android app but works in windows. let me try it in 4.3, can you send me the export templates for android, i don't know why but the debug template is not there in the templates zip file
this happen when i try to export my project, this only happens in 4.3.beta not in 4.2.2.stable
I don't know much about building for android, but maybe you manually placed files in the 'res://android/build' folder? Or reused old one form stable godot release? In theory, they are different for different versions of godot, at least in my understanding they should be
I have two different gradle build folders, res://android
for stable and res://android-dev
for 4.3
Android templates from my 4.3 godot build (4.3.dev6.official.89850d553) 4.3.dev6.zip
@surendra019 I make fix to force latest release of EIRTeam.FFmpeg work on any godot branch (by allowing YUV -> RGB GPU convertion only on godot 4.3+). On godot stable its more laggy (then godot latest), but it seems to work properly on any configuration (4.2.stable/4.3.latest, win/android)
https://github.com/EgrorBs/EIRTeam.FFmpeg/releases/tag/autobuild-2024-07-15-10-28
Sorry for the confusion caused by the YUV conversion, I didn't expect godot to take so long to release 4.3 :sweat_smile:
after installing all the dependencies and implementing commands, it still throws an error.
build.log -