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Recompile error #93

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ozkersemih opened this issue Jun 20, 2019 · 13 comments
Open

Recompile error #93

ozkersemih opened this issue Jun 20, 2019 · 13 comments
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@ozkersemih
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ozkersemih commented Jun 20, 2019

Android
Godot 3.1
I wanna recompile with this module but i have a error.
My error is same in this link
https://godotengine.org/qa/45601/sconsenvironment-object-has-no-attribute-for-android

@Shin-NiL
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Are you able to build the template without admob module?

@ozkersemih
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ozkersemih commented Jun 20, 2019

I solved this problem so so. I used 3.0 source code and build was okey but i had a error on different part. I wrote gradlew build and ops:

Unable to start the daemon process.
This problem might be caused by incorrect configuration of the daemon.
For example, an unrecognized jvm option is used.
Please refer to the user guide chapter on the daemon at https://docs.gradle.org/4.6/userguide/gradle_daemon.html
Please read the following process output to find out more:

Error occurred during initialization of VM
Could not reserve enough space for 1572864KB object heap

@Shin-NiL
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If you are having trouble compiling the template without this module, your best choice is to ask for help on the Godot channels.

Another option is to use my precompiled templates.

@ozkersemih
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Dude i solved my problems and compiled my own apks with your module. I opened godot stable and set my own apks in custom package part on export window. I exported my game apk. I installed my phone. But i had "apk has stopped" error on my phone. I connect my phone with usb and run adb on godot and i had same error on my phone "apk(my games name) has stopped". I tested without your module and my game had run on my phone. But with your module apk has stopped. In your opinion what is the problem?

@Shin-NiL
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You should debug the output with adb logcat as it can be many different things.

@ozkersemih
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ozkersemih commented Jun 22, 2019 via email

@Shin-NiL
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Try removing the -s godot to see the full log and press ctrl + c as soon as the app crashes, then search for any meanful message.

@ozkersemih
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ozkersemih commented Jun 22, 2019 via email

@Shin-NiL
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You should stop the debug process as soon as the app crashes. You can try to disconnect the usb. Without any filter you'll get a ton of messages.

@ozkersemih
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I have a activity class does not exist error when i exported apk or one click and deploy. Its about androidmanifest and i dont know how can i solve this.

@Shin-NiL
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If you can post this part of the error here maybe we can help you.

@CringeKidy
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I am having the same problem with recompiling I need to get the 64bit libraries and I'm getting this

Warning: module 'AdMob' uses a deprecated can_buildsignature in its config.py file, it should becan_build(env, platform). AttributeError: 'SConsEnvironment' object has no attribute 'android_add_dependency': File "C:\Users\justa\Desktop\godot-master\SConstruct", line 427: config.configure(env) File "./modules/admob\config.py", line 6: env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }") PS C:\Users\justa\Desktop\godot-master> scons platform=android target=release android_arch=armv7 scons: Reading SConscript files ... Building for Android (armv7) (with NEON) AttributeError: 'SConsEnvironment' object has no attribute 'android_add_dependency': File "C:\Users\justa\Desktop\godot-master\SConstruct", line 427: config.configure(env) File "./modules/admob\config.py", line 6: env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }")

and the config file is:

`def can_build(env, plat):
return plat=="android" or plat=="iphone"

def configure(env):
if (env['platform'] == 'android'):
env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }")
env.android_add_java_dir("android")
env.android_add_to_manifest("android/AndroidManifestChunk.xml")
env.disable_module()

if env['platform'] == "iphone":
	env.Append(FRAMEWORKPATH=['#modules/admob/ios/lib'])
	env.Append(CPPPATH=['#core'])
	env.Append(LINKFLAGS=['-ObjC', '-framework','AdSupport', '-framework','CoreTelephony', '-framework','EventKit', '-framework','EventKitUI', '-framework','MessageUI', '-framework','StoreKit', '-framework','SafariServices', '-framework','CoreBluetooth', '-framework','AssetsLibrary', '-framework','CoreData', '-framework','CoreLocation', '-framework','CoreText', '-framework','ImageIO', '-framework', 'GLKit', '-framework','CoreVideo', '-framework', 'CFNetwork', '-framework', 'MobileCoreServices', '-framework', 'GoogleMobileAds'])

`

I'm doing this cause your Godot export template doesn't have the x86_64 library so I'm trying to get my own one to work

@gumaciel
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gumaciel commented May 5, 2020

@XxcringekidxX are you sill with the same problem?

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