Android-apk-export

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:bust_in_silhouette: Asked By Nick888

Hello guys.

After trying, I succeeded to create a debug.keystore manually with the following code on cmd:
keytool -genkey -v -keystore %HOMEPATH%/.android/debug.keystore -alias androiddebugkey -storepass android -keypass android -keyalg RSA -keysize 2048 -validity 10000 -dname “CN=Android Debug,O=Android,C=US”.

About java i downloaded from oracle this package:
Java SE Development Kit 8u212
Windows x86 202.64 MB jdk-8u212-windows-i586.exe

My OS is Windows 7 ,32bit.

I filled in all the fields with the paths without a problem about: Adb,jarsigner,Debug keystore in Godot.

So, i did Export Project for my Android device and was created an apk file. I connected my Android device on my computer and i turned on the debbuging usb from my Android device. Then i made the transfer of the apk file in my Android device without a problem, but when i pressed the apk file in my device can not be installed. The android try but it can’t installed the apk file.
My android device model is Tp-Link Neffos Y50.

Any suggestions please?

Thank you.

Ok. Finally the install is done but now when i play the apk file from my device i can see the Godot screen that flickers very fast. In computer console during the installation i tοοκ this:


Installing to device (please wait…): Neffos Neffos Y5L
Performing Push Install
C:\Users\user\AppData\Local\Temp/Godot…d. 3.8 MB/s (27064592 bytes in 6.850s)
pkg: /data/local/tmp/tmpexport.apk
Success
Starting: Intent { act=android.intent.action.MAIN cmp=Infinity2.g/org.godotengin
e.godot.Godot }
Running: C:\Users\user\Desktop\Godot_v3.1-stable_win32.exe --path C:/Users/user/
Desktop/C++2/Infinity2 --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 442
4 --position 448,240
OpenGL ES 3.0 Renderer: Intel(R) HD Graphics 2500
WARNING: _update_root_rect: Font oversampling only works with the resize modes ’
Keep Width’, ‘Keep Height’, and ‘Expand’.
At: scene/main/scene_tree.cpp:1158

Nick888 | 2019-06-22 14:05

The output in the console doesn’t seem to be the problem.

It is difficult to tell anything about the possible reasons while not knowing anything about this project.

You could try to switch the project to the GLES2 renderer (in the project settings). Just make sure that all textures which use VRAM-compression are imported also as ETC (opposed to ETC2) so they’re usable for GLES2.

wombatstampede | 2019-06-24 06:44