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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>
72 lines
2.2 KiB
Plaintext
72 lines
2.2 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Puzzle Quest"
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config/description="A treasure chest fill with any Jiggsaw !"
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run/main_scene="res://scenes/Main.tscn"
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config/quit_on_go_back=false
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config/features=PackedStringArray("4.6")
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boot_splash/stretch_mode=0
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boot_splash/image="res://releases/splash-screen.png"
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config/icon="res://icon.png"
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config/macos_native_icon="res://releases/mac/project.icns"
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config/windows_native_icon="res://releases/windows/project.ico"
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[autoload]
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Loading="*res://scenes/UI/loading/Loading.tscn"
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Global="*res://scripts/Global.gd"
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Setting="*res://scripts/Setting.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/resizable=false
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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window/handheld/orientation="sensor_landscape"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/lod/plugin.cfg")
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[importer_defaults]
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scene={
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"animation/import": false,
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"materials/keep_on_reimport": false,
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"materials/storage": 0,
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"meshes/light_baking": 1,
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"meshes/storage": 1,
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"nodes/root_type": "ArrayMesh",
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"skins/use_named_skins": false
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}
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[input]
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ui_end={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194318,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[internationalization]
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locale/translations=PackedStringArray("res://locales/fr.po", "res://locales/en.po")
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[rendering]
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textures/vram_compression/import_etc2_astc=true
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environment/defaults/default_environment="res://default_env.tres"
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