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Two fixes that finally land the Android export. Verified locally
with godot 4.6.2-arch + downloaded 4.6 templates + Android SDK.
- project.godot: add
rendering/textures/vram_compression/import_etc2_astc=true.
Without it Godot refuses the Android export with "La plateforme
cible nécessite une compression de texture « ETC2/ASTC »". In
headless mode this surfaces as an *empty* configuration-errors
block, which is what kept us stuck in CI.
- workflow: write Godot editor settings to
editor_settings-${GODOT_VERSION}.tres (i.e. -4.6.tres on 4.6),
not -4.tres. Godot 4.5+ uses a minor-version-suffixed settings
file; the major-only name is ignored by 4.6, so our injected
android_sdk_path / java_sdk_path / debug_keystore never reached
the export plugin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Hidden Object
- Tips
- Log on Android
- Database
- Resources
- Tips
Hidden Object
This project is a vigeo game made with Godot, he integrate the Warcraft-Tribute has a main scene.
Tips
See log an android :
adb logcat -s godot
Database
The database json is not tracking by git for changed.
See more information : https://stackoverflow.com/questions/3319479/can-i-git-commit-a-file-and-ignore-its-content-changes
Resources
Description
Languages
GDScript
99.4%
GAP
0.6%