godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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No FPS with Android-One-Click-Deploy on Windows #56445

Open ZeHipo opened 2 years ago

ZeHipo commented 2 years ago

Godot version

3.4.x

System information

Win 8.1, GLES 2.0, AMD HD7900 Series / Android 7, Huawei P8 lite 2017

Issue description

When running an Android game on the device via one-click-deploy the output console on the PC doesn't print out the fps anymore. This would work in 3.3 and 3.2 when activated in the project settings.

Steps to reproduce

Minimal reproduction project

No response

Calinou commented 2 years ago

@ZeHipo Can you reproduce this in any of the 3.4 betas and RCs to determine when the regression started?

ZeHipo commented 2 years ago

will do

ZeHipo commented 2 years ago

Hey @Calinou,

unfortunately I can't get fps output running at all anymore with one click deploy on Android. I tried every stable release from 3.2, which I had still installed on my PC, and none of them print the fps. I decided not to check the RCs for now.

I tested with the "Dodge The Creeps" demo and tried different editor, export and project settings on every version.

Possible issues on my end: maybe an Android sdk update broke it for me. When the fps output was working on my end I had an older sdk and tools installed but I don't remember the version. After testing for this issue I un-installed Android Studio and OpenSDK and reinstalled everything but it didn't help.

After re-installing the android sdk and setting it up in 3.4.2, I noticed that when opening 3.2 everything was already set up for me. That means new Godot installs overwrite some global files for every other Godot version? Maybe that makes it impossible for me to go back to the exact same setup from like half a year ago, too.

I use the older Android 7, but in the export settings min api level is set to 19 which is even earlier than that.

Calinou commented 2 years ago

After re-installing the android sdk and setting it up in 3.4.2, I noticed that when opening 3.2 everything was already set up for me.

Editor settings are stored on per-major version basis. If you used Godot 3.2 in the past, upgraded to Godot 3.4.2 and downgraded to Godot 3.2 again, your old editor settings will still be present.