0 votes

Hi everyone,

obviously there's a problem with exporting to mobile in Godot 3.3, which I encountered as well. 3.2.3 works flawlessly, but after three days I'm running out of ideas. 'apksigner' returned with error #1 is all I ever get.

I basically fresh-downloaded and installed everything related (open-jdk, android-studio, godot itself, except for windows...) and tried anything I could find on the net, but somewhere I have to be missing something.

After going through all this a year ago when I started with Godot I was sure I'd be able to set it up rather easily this time, but now I'm asking for help (along many other, as it seems). Can anybody provide a (still) beginner-friendly step by step approach for this? (These two couldn't help me this time around: https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#doc-exporting-for-android
https://godotlearn.com/godot-3-1-how-to-export-for-android-simple-steps/)

A lot to ask for, I know, but despair is forcing me... any help would be much appreciated.

Godot version 3.3
in Engine by (388 points)

The link is broken (404)

Fixed by removing the period from the link itself (Q2A does this automatically).

Thanks! I'll look into this.

1 Answer

+1 vote

As it turned out, in Android Studio it was crucial to delete all versions other than those listet in the docs (https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#download-the-android-sdk). Having some installed in parallel caused the troubles.

by (388 points)
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