#!/usr/bin/env bash # Build the Android APK end to end: native GDExtension .so -> Godot export -> (opt) install. # # ./export-android.sh [Debug|Release] [--install] # # Prereqs (one-time), see docs/PLATFORMS.md: # - Android SDK at ~/Library/Android/sdk with an NDK under ndk/ # (sdkmanager "ndk;27.2.12479018" "platforms;android-35" "build-tools;35.0.0") # - JDK 17+ (brew install openjdk@21) # - Godot 4.7.1 export templates installed # - ./gen-debug-keystore.sh (once) # - editor_settings-4.7.tres: export/android/{android_sdk_path,java_sdk_path,debug_keystore} set -euo pipefail cd "$(dirname "$0")" CONFIG="${1:-Debug}" INSTALL=0 [ "${2:-}" = "--install" ] && INSTALL=1 SDK="${ANDROID_HOME:-${ANDROID_SDK_ROOT:-$HOME/Library/Android/sdk}}" export ANDROID_NDK_ROOT="${ANDROID_NDK_ROOT:-$SDK/ndk/$(ls -1 "$SDK/ndk" 2>/dev/null | sort -V | tail -1)}" export JAVA_HOME="${JAVA_HOME:-/opt/homebrew/opt/openjdk@21/libexec/openjdk.jdk/Contents/Home}" [ -d "$JAVA_HOME" ] || export JAVA_HOME=/opt/homebrew/opt/openjdk/libexec/openjdk.jdk/Contents/Home GODOT="${GODOT:-godot}" ADB="${ADB:-$SDK/platform-tools/adb}" case "$CONFIG" in Release) MODE="--export-release" OUT="build/export/mtgodot-poc-release.apk" ;; *) MODE="--export-debug" OUT="build/export/mtgodot-poc.apk" ;; esac echo ">> NDK: $ANDROID_NDK_ROOT" echo ">> JDK: $JAVA_HOME" # 1. native GDExtension ./build-android.sh "$CONFIG" # 2. bake the AssetResolver index (PCK can't std::filesystem-scan on device). # Regenerate whenever assets/ changes. Harmless if assets are missing. "$GODOT" --headless --path project --script bake_asset_index.gd || \ echo ">> (asset_index bake skipped — no assets on this machine)" # 3. Godot export mkdir -p build/export "$GODOT" --headless --path project "$MODE" "Android" "$(pwd)/$OUT" echo echo ">> APK: $OUT (index: $([ -f assets/asset_index.txt ] && echo baked || echo MISSING))" unzip -l "$OUT" | grep -E "lib/arm64-v8a/.*\.so" || true # 3. optional install (+ push the asset zip if it exists) if [ "$INSTALL" = 1 ]; then "$ADB" devices -l "$ADB" install -r "$OUT" if [ -f build/export/assets.zip ]; then DEST="/sdcard/Android/data/org.internal.mtgodotpoc/files/assets.zip" echo ">> pushing assets.zip ($(du -h build/export/assets.zip | cut -f1)) -> $DEST" "$ADB" shell mkdir -p /sdcard/Android/data/org.internal.mtgodotpoc/files/ || true "$ADB" push build/export/assets.zip "$DEST" if [ "$CONFIG" != "Release" ]; then echo ">> copying assets.zip into the Debug app user:// directory" # Android 14/15 may deny run-as reading /sdcard even for the app's own # external files directory. Stream through adb instead. "$ADB" shell "run-as org.internal.mtgodotpoc sh -c 'cat > files/assets.zip'" \ < build/export/assets.zip fi else echo ">> NOTE: no build/export/assets.zip — run ./pack-assets.sh; the world won't render without it" fi "$ADB" shell am start -W -n org.internal.mtgodotpoc/com.godot.game.GodotAppLauncher \ -a android.intent.action.MAIN -c android.intent.category.LAUNCHER echo ">> logcat: $ADB logcat -s godot GodotError Godot" fi