Trying to compile an .apk on my android version of Godot with Gabe also installed but I’m getting an error that Gabe can’t find android/build. As far as I can tell everything is set up correctly on my phone. Any help available with this?
Some progress but still seems to be an issue. It seems to have compiled my project but all I get is a grey screen. Project only uses control nodes, no 2d or 3d.
Second project seems to compile correctly. As this project has no background images or fonts added the issue with the other might have something to do with that. Reasonably certain that everything was imported over though.
Tried again specifying *.jpg, *.ttf and *.png but no luck. Still a grey screen
Apparently the issue is with this script from my main scene but I have no idea what that issue is.
extends Control
class_name Share
static var enviroatlas = preload("res://EnviroAtlas.tres")
static var heratlas1 = preload("res://HerAtlas1.tres")
static var heratlas2 = preload("res://HerAtlas2.tres")
static var heratlas3 = preload("res://HerAtlas3.tres")
static var villatlas = preload("res://VillainAtlas.tres")
static var enviro = preload("res://enviro.tres")
static var vills = preload("res://Villain.tres")
static var envsa: String = ""
static var expa = true
static var expb = true
static var hersa: String = ""
static var vilsa: String = ""
static var choicedict = {"Her1":["", ""], "Her2":["", ""], "Her3":["", ""], "Her4":["", ""], "Her5":["", ""], "Pain":["", ""]}
func _ready() -> void:
get_tree().change_scene_to_file.call_deferred("res://Mainmenu.tscn")
Solved. Issue was too many preloads. Changing to load fixed the issue.