adb logcat -s godot
04-04 05:21:47.173 2369 2399 E godot : Do you have a compatible Vulkan installable client driver (ICD) installed?
04-04 05:21:47.173 2369 2399 E godot : vkEnumeratePhysicalDevices Failure.
04-04 05:21:47.173 2369 2399 E godot : at: _initialize_devices (drivers/vulkan/rendering_context_driver_vulkan.cpp:830)
04-04 05:21:47.173 2369 2399 E godot : ERROR: Condition "err != OK" is true. Returning: err
04-04 05:21:47.173 2369 2399 E godot : at: initialize (drivers/vulkan/rendering_context_driver_vulkan.cpp:934)
04-04 05:21:47.173 2369 2399 E godot : WARNING: Your device seem not to support Vulkan, switching to OpenGL 3.
04-04 05:21:47.173 2369 2399 E godot : at: DisplayServerAndroid (platform/android/display_server_android.cpp:677)04-04 05:21:47.198 2369 2399 E godot : WARNING: Failed to load cached shader, recompiling.
04-04 05:21:47.198 2369 2399 E godot : at: _load_from_cache (drivers/gles3/shader_gles3.cpp:618)
04-04 05:21:47.273 2369 2399 I godot : OpenGL API OpenGL ES 3.1 V132 - Compatibility - Using Device: Qualcomm - Adreno (TM) 640
04-04 05:21:47.281 2369 2399 I godot :
04-04 05:21:48.010 2369 2399 I godot : <Resource#-9223372006102137568>
04-04 05:21:48.010 2369 2399 I godot : 7
04-04 05:21:48.011 2369 2399 I godot : <Resource#-9223372006102137568>
Before implementing the Save - Load system, it was working on Android. However, after I added the Save - Load system, it works fine on PC, but when I try to test it on Android, it no longer works. Could this be related to the Save - Load system?
Save-Load script
extends Node
const dir = "user://saves/"
const fileDir = "save.json"
@export var key: String
var player_data: Player_Data = Player_Data.new()
func _ready() -> void:
verify_save_directory(dir)
func verify_save_directory(path: String):
DirAccess.make_dir_absolute(path)
func save_data():
var file = FileAccess.open_encrypted_with_pass(dir + fileDir, FileAccess.WRITE, key)
if file == null:
print(FileAccess.get_open_error())
return
## data ile ref eĹźle
player_data = Ref.player_data
var game_data = {
"player_data": {
"max_level": player_data.max_level,
"last_level": player_data.last_level,
}
}
var json = JSON.stringify(game_data, "\t")
file.store_string(json)
file.close()
func load_data():
if FileAccess.file_exists(dir+fileDir):
var file = FileAccess.open_encrypted_with_pass(dir + fileDir, FileAccess.READ, key)
if file == null:
return
var content = file.get_as_text()
file.close()
var data = JSON.parse_string(content)
if data == null:
return
Ref.player_data = Player_Data.new()
Ref.player_data.last_level = data.player_data.last_level
Ref.player_data.max_level = data.player_data.max_level
else:
Ref.player_data = Player_Data.new()
print(player_data)
save_data()
load_data()