I'm having trouble with my code when I export it to android

Godot Version

Godot 3.5.2


I really tried solving this for days now and I think it’s just not possible at all. So I’m asking you guys here help. I’m trying to make a quiz game where there is an option where the players can add their own quiz to play on their own, It was complicated at first, but it’s working now I cand send the quiz to the database. (I’m using 2shady4U GodotSQLite) My only problem is that when I export it to my phone I can’t add my own quiz even though. it completely works on my computer.

Do you guys think it’s possible to do this in my phone, I’m starting to believe that the it’s not possible.

if you guys could help me, I would really appreciate it. I’m desperate for answer at this point lol

extends Control

var db
var db_name = "res://database/playerquiz"
const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")

onready var input_question = $questionlayer/question
onready var input_choice1 = $choicelayer/choices/A
onready var input_choice2 = $choicelayer/choices/B
onready var input_choice3 = $choicelayer/choices/C
onready var input_choice4 = $choicelayer/choices/D
onready var input_answer = $answerlayer/answer
onready var input_category = $categorylayer/category
onready var save = $save
onready var questionlayer = $questionlayer
onready var choicelayer = $choicelayer
onready var answerlayer = $answerlayer
onready var categorylayer = $categorylayer
onready var playorcreatelayer = $playorcreate

var table_name = "quizzes"
var ids := [1, 2, 3, 4, 5, 6, 7]

func _ready():
	if OS.get_name() in ["Android", "iOS", "HTML5"]:
		db_name = "user://database/playerquiz"
	db = SQLite.new()
	db.path = db_name

func cprint(text: String) -> void:
	emit_signal("output_received", text)

func copy_data_to_user() -> void:
	var data_path := "res://database/playerquiz"
	var copy_path := "user://database/playerquiz"

	var dir = Directory.new()
	if dir.open(data_path) == OK:
		var file_name = dir.get_next()
		while file_name != "":
			if dir.current_is_dir():
				cprint("Copying " + file_name + " to user folder")
				dir.copy(data_path + "/" + file_name, copy_path + "/" + file_name)
			file_name = dir.get_next()
		cprint("An error occurred when trying to access the path.")

func _on_free():

func _on_save_pressed():
	# retrieve the players input
	var category = input_category.get_text()
	var question = input_question.get_text()
	var answer = input_answer.get_text()
	var choice1 = input_choice1.get_text()
	var choice2 = input_choice2.get_text()
	var choice3 = input_choice3.get_text()
	var choice4 = input_choice4.get_text()

	# to validate if everything is empty
	if category.empty() or answer.empty() or question.empty() or choice1.empty() or choice2.empty() or choice3.empty() or choice4.empty():
		print("Please fill in all fields.")

	# Iinsert the data to the table
	var row_dict : Dictionary = {
		"category": category,
		"question": question,
		"answer": answer,
		"choice1": choice1,
		"choice3": choice3,
		"choice4": choice4
	db.insert_row(table_name, row_dict)

	print("Quiz saved successfully.")

	# this stuff is to reset the input fields
	input_question.text = ""
	input_answer.text = ""
	input_choice1.text = ""
	input_choice2.text = ""
	input_choice3.text = ""
	input_choice4.text = ""
	input_category.text = ""
	choicelayer.visible = false
	categorylayer.visible = true
func _on_back_pressed():


func _on_next2question_pressed():
	categorylayer.visible = false
	questionlayer.visible = true

func _on_back1_pressed():
	pass # Replace with function body.


func _on_next2answer_pressed():
	questionlayer.visible = false
	answerlayer.visible = true

func _on_back2_pressed():
	questionlayer.visible = false
	categorylayer.visible = true


func _on_next2choice_pressed():
	answerlayer.visible = false
	choicelayer.visible = true

func _on_back3_pressed():
	answerlayer.visible = false
	questionlayer.visible = true


func _on_back4_pressed():
	choicelayer.visible = false
	answerlayer.visible = true

func _on_next1_pressed():
	pass # Replace with function body.

func _on_play_pressed():

func _on_create_pressed():
	playorcreatelayer.visible = false
	categorylayer.visible= true

The issue may be with your code or may be with the plugin. Can you provide a link to the plugin you are using? I found this one, but it isn’t by 2shady4U, so I don’t know if that is what you’re using.

Have you tried debugging on device using ADB to see if there are any errors?