Issues building android templates

Godot Version

Godot v4.4.1.stable (dafc47390) - Windows 11 (build 22631) - Multi-window, 3 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.7283) - Intel(R) Core™ i9-14900KF (32 threads)

Question

I’m trying to build and it appears successful, but no APK file is generated. Can somebody give me some steps to help debug this? I’ve been trying to follow closely along with the documentation here, and have also installed and setup Swappy.

PS C:\Git\godot> scons platform=android target=template_release arch=arm64 generate_apk=yes
scons: Reading SConscript files ...
Auto-detected 32 CPU cores available for build parallelism. Using 31 cores by default. You can override it with the `-j` or `num_jobs` arguments.
Building for platform "android", architecture "arm64", target "template_release".
The system cannot find the path specified.
WARNING: Couldn't parse CXX environment variable to infer compiler version.
WARNING: Couldn't detect compiler version, skipping version checks. Build may fail if the compiler doesn't support C++17 fully.
INFO: Performing initial build, progress percentage unavailable!
scons: done reading SConscript files.
scons: Building targets ...
Linking Static Library bin\obj\modules\libmodule_text_server_adv.android.template_release.arm64.a ...
Ranlib Library bin\obj\modules\libmodule_text_server_adv.android.template_release.arm64.a ...
Compiling drivers\vulkan\rendering_device_driver_vulkan.cpp ...
Compiling scene\gui\foldable_container.cpp ...

… [compile output, no errors]

Generating platform\android\export\run_icon_svg.gen.h ...
Copy("platform\android\java\lib\libs\release\arm64-v8a\libc++_shared.so", "C:\Users\colto\AppData\Local\Android\Sdk\ndk\27.2.12479018\toolchains\llvm\prebuilt\windows-x86_64\sysroot\usr\lib\aarch64-linux-android\libc++_shared.so")
Generating platform\ios\export\logo_svg.gen.h ...
Generating platform\ios\export\run_icon_svg.gen.h ...
Generating platform\linuxbsd\export\logo_svg.gen.h ...
Generating platform\linuxbsd\export\run_icon_svg.gen.h ...
Generating platform\macos\export\logo_svg.gen.h ...
Generating platform\macos\export\run_icon_svg.gen.h ...
Generating platform\web\export\logo_svg.gen.h ...
Generating platform\web\export\run_icon_svg.gen.h ...
Generating platform\windows\export\logo_svg.gen.h ...
Generating platform\windows\export\run_icon_svg.gen.h ...
Generating servers\rendering\renderer_rd\shaders\canvas_uniforms_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\cluster_data_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\environment\voxel_gi_sdf.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\giprobe_write.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\samplers_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\scene_forward_aa_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\scene_forward_gi_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\scene_forward_lights_inc.glsl.gen.h ...
Generating servers\rendering\renderer_rd\shaders\scene_forward_vertex_lights_inc.glsl.gen.h ...
Linking Static Library bin\obj\core\libcore.android.template_release.arm64.a ...
Ranlib Library bin\obj\core\libcore.android.template_release.arm64.a ...
Linking Shared Library bin\libgodot.android.template_release.arm64.so ...
Move("platform\android\java\lib\libs\release\arm64-v8a\libgodot_android.so", "bin\libgodot.android.template_release.arm64.so")
scons: done building targets.
INFO: Time elapsed: 00:01:51.27

No apk file exists.

Same issue. Almost exact same system specs too. It runs fine, does not generate. Trying to figure out if there’s an issue with the build system?

Hang on–Unsure if I solved it, or just a lead, I need to test more. But I dug around in the files. C:\Users<user>\godot\platform\android\detect.py
There’s a line for “generate_android_binaries”
I swapped this from false default to true default, and ran it again. I now have the apks. I need to test if they work, but it looks like at some point perhaps the option changed to generate_android_binaries and the documentation isn’t updated, perhaps?

Edit: Export worked. I’ll test my particular app, but this may be solved.

1 Like

Awesome! That did the trick! Thank you so much. How did you find that one?

I think this should be reported as an issue. If it’s not an issue with detect.py or somewhere else in code, it would be an issue with the documentation. How should I go about reporting this?