Closed gumaciel closed 3 years ago
As far as I can tell, you should be able to just add this to your repo and commit it. I don't think there's anything that this action needs to do to support that.
I don't think so, because what Godot does when it installs is to extract the .zip called "android_source.zip
" that is inside the "export_templates.tpz
", this folder weighs 80MB, if you commit it to the repository, it will weigh a lot, besides that when the plugin is compiled on Godot, that folder weighs more than 1GB, if it is sent into the repository it will not be a good thing.
But I thought of a solution for this: Before calling your action, I can download "export_templates.tpz
", extract the "android_source.zip" folder into the project and send the plugins into the "android/plugins
" folder, this should work, the bad thing is that it will take longer because it will download 2x the same file "export_templates.tpz
"
Another question: Is it possible to ask Action to export only to one platform?
Example: export_presets.cfg
has presets for iOS and Android and I want to export only to Android
Thank you so much.
I see, yeah doing it as an extra step sounds like the way to do it.
There's no official way to export only 1 platform, however if you leave the export path empty for an export preset this action will skip it.
I will definitely consider adding a formal way of selecting explicit presets to export!
Will be more easier to export and test games that uses plugins:
https://docs.godotengine.org/en/stable/getting_started/workflow/export/android_custom_build.html