firebelley / godot-export

Automatically exports your Godot games.
MIT License
461 stars 53 forks source link

Please add Android Custom Build #39

Closed gumaciel closed 3 years ago

gumaciel commented 3 years ago

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

firebelley commented 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.

gumaciel commented 3 years ago

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.

firebelley commented 3 years ago

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!