I've tried following this official guide in order to create a custom build for my game project, so that I can integrate this Admob plugin (Godot 3.2 now offers the ability to do so without recompiling, so I'm trying).
Everything else (default android build) seems to work, but after following the steps in the guide and enabling an export template with custom build enabled, when I try to export the project it shows a gradle error, quite instantly after I try to export.
The error occurs before the adding of the Admob plugin, on a fresh "install android build template" installation.
This is the error shown:
- latest macOS version
- Godot 3.2
- Java OpenJDK 1.8 (brew install)
- fresh project, 2 days lifetime (started in Godot 3.2)
Possible differences between the guide and my setup:
- I have installed the Android SDK command line tools in a folder name ".android-sdk" instead of "android-sdk", so that I don't see it often using the finder. Is it a problem? I have used this fix in order to have the sdkmanager find the correct Android SDK root path
- I have jenv installed with brew that manages my installed java versions. Before setting up anything I set the correct java version (1.8) (I have tried both globally then locally). $JAVA_HOME is correctly set, paths in Godot too. Don't know if it can cause problems.