firebelley / godot-export

Automatically exports your Godot games.
MIT License
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Android export: more docs and sensible defaults #50

Closed pierpo closed 3 years ago

pierpo commented 3 years ago

Hi!

Thank you for the amazing github action. This is super helpful, I love it.

I had a hard time in getting the Android export to work, though. The steps I went through:

  [gd_resource type="EditorSettings" format=2]

  [resource]
+ export/android/android_sdk_path = "/usr/local/lib/android/sdk"
- export/android/adb = "/usr/bin/adb"
- export/android/jarsigner = "/usr/bin/jarsigner"
- export/android/custom_build_sdk_path = "/usr/local/lib/android/sdk"
  mono/builds/build_tool = 0

First, no adb nor jarsigner are installed in /usr/bin. Then, the custom_build_sdk_path didn't work for me. Maybe it's linked to the fact that I do not use a custom build template (in that case, it's super weird of Godot to differenciate a SDK for a custom build or default build, but well).

Two questions:

If you agree with those, I could handle it if you want.

Thanks :hugs:

firebelley commented 3 years ago

I'm super happy to hear that you like this action!

It seems that Android is a unique case for every user, the default values were a response to an original issue where the editor-settings lacked Android paths.

I think the most sensible thing to do going forward is to remove all of the default Android paths, and document how users of this action can implement Android support now that users can supply their own editor_settings-3.tres.

If you can handle those changes, it would be greatly appreciated!

firebelley commented 3 years ago

These issues were addressed in the latest version: https://github.com/firebelley/godot-export/releases/tag/v2.7.0

pierpo commented 3 years ago

Oh, fantastic! Sorry that I didn't answer, I was planning to do it in the coming days/weeks :smile: Thanks!