0 votes

I'm trying to get an application published on FDroid, however one big problem is that they don't like having prebuilt binaries.

Godot's Custom Build template contains a prebuilt binary used for building the APK, namely:


I need to build the whole project from scratch, meaning I need to generate agodot-lib.aar file in place of this prebuilt. Is there any way of doing this?

Godot version 3.2.3-stable
in Engine by (122 points)

2 Answers

0 votes

Hi there,

Did you have any success with this? I'm looking to get my open source game into the FDroid store also but am not sure where to start or how to have Godot's code work with their build system.

Thank you

by (830 points)
0 votes

I also had to generate my own godot-lib AAR files. The documentation certainly doesn't make it clear how to do this, but here's what worked for me:

I followed the instructions on compiling for Android:


Then from the godot/platform/android/java directory:

./gradlew copyDebugAARToBin
./gradlew copyReleaseAARToBin

This will copy the built AARs to the godot/bin directory. Note I'm using OSX so the command line syntax may differ on Windows.

I needed to do this to export my project for Android. Merely updating the APKs for custom builds doesn't use the updated AARs. So I had to find the built AARs and copy them to the android/build/libs directory after installing the templates in my project.

I'm no sure if this is what you need for FDroid, I hope it helps.

by (25 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webm[email protected] with your username.