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Exporting to Oculus Quest 2 APK fails #67378
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That would indeed explain it and that would totally suck, because we can now either choose between working plugins in beta 2, or working plugins in master, not both... :) Once this change is in a beta build we'll update the name in the plugin. |
@m4gr3d btw, does this also mean that we have a problem if we mix a debug build of the plugin with a runtime and vise versa seeing the name of the library it expects will be different? Thats probably an existing issue atm even with the old names... Or am I missing something? |
For the record, I have built 4.0-beta3 and I'm about to release it, which includes #66935. So plugins will likely need to be changed for beta3+ indeed. And if we decide to go back to the old name in beta4 then we'll have to change again. But well it's beta and early days for most Android plugins for Godot 4.0 so it's probably not too big a deal. |
Is there anything I have to do to get it to build locally, or will it be fixed in the master branch soon? |
@mgrigajtis if I understand the problem correctly it's just a matter of adjusting the |
Well I tried this and it didn't fix the problem for me so there is more to this.... Also @akien-mga , we only put the release build of the lib as part of our releases. As a result I'm currently just including the release build of the godot-lib (I was before in beta2 as well and that worked). So yeah I'm a bit stumped as to what the correct fix it. Anyway, the change I'm currently working on is: GodotVR/godot_openxr_vendors#12 |
@mgrigajtis @BastiaanOlij @akien-mga I was able to reproduce the issue locally. The cause of this bug was that the Godot source was updated without cleaning the workspace, so that it contained the previously built Android libraries with the old target names (which, I suppose, is included in the apk through an |
owh thats nuts! that hasn't bit me in the **** for a while... |
@konczg actually, my source folder is clean, if by the source folder you mean Running |
@BastiaanOlij Yeah, the aar's in question seemed to be under |
I'm very careful running |
Closing this issue as resolved. |
Godot version
4.0 master branch
System information
Windows 11, NVIDIA 3060, Vulkan Mobile
Issue description
When attempting to export (or run) for Oculus Quest 2, the build fails when checking for duplicate classes. Oddly enough, the official beta release 2 still works.
Output below:
Starting a Gradle Daemon, 1 incompatible and 1 stopped Daemons could not be reused, use --status for details
WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 32
This Android Gradle plugin (7.0.3) was tested up to compileSdk = 31
This warning can be suppressed by adding
android.suppressUnsupportedCompileSdk=32
to this project's gradle.properties
The build will continue, but you are strongly encouraged to update your project to
use a newer Android Gradle Plugin that has been tested with compileSdk = 32
FAILURE: Build failed with an exception.
Execution failed for task ':checkDebugDuplicateClasses'.
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
Get more help at https://help.gradle.org
BUILD FAILED in 16s
18 actionable tasks: 16 executed, 2 up-to-date
Exit Code: 1
Steps to reproduce
Clone the Godot 4 Open XR example project (https://github.com/BastiaanOlij/godot4_openxr_demo), configure for Oculus Quest 2, attempt to export or run.
Minimal reproduction project
https://github.com/BastiaanOlij/godot4_openxr_demo
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