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Problem exporting to android #3
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Hello, sorry I've only just seen your message, I need to activate notifications... |
By the way, if your procedure works for Android, it would be very nice to share it in the Readme :) |
Hello ! Thank you for your reply on this matter. First to answer your query
The files are added properly, I've modified the As for the addon, I have unfortunatly abandonned using it on my project because I was nearing my deadline and I absolutely needed to deploy the game on the tablet, so I resorted to using another method. Nevertheless, I've documented my "little adventure" on trying to make this work for Android ! First, I noticed that the ...
if env['platform'] == "android":
env.Append(LIBS=["paho-mqtt3as", "paho-mqttpp3", "crypto", "ssl"]) Secondly, I recompiled all the dependencies for ARM64 platform using the same compiler that I used for your addon (Android NDK v23.2.8568313). Fortunately for me, there is a cross-compilation section on the Paho MQTT C library so it wasn't that hard to build it for ARM64. This was also the case for the OpenSSL library (there were notes on how to build for ARM64). As for the Paho MQTT C++ library, there was nothing but I applied the same method used on the C library and it worked just fine. After rebuilding all the dependencies, I rebuilt the GDPaho libarary using the modified Finally, after building everything for the ARM64 platform, I coppied the necessary files inside the
Additionally, I re-modified the After deploying on the tablet, the Godot application seemed to be running fine, there were no errors concerning Before deploying, I had connected the signals to ouput errors concerning MQTT but nothing was printed on the console. |
Ok, thanks, I've encountered a similar problem with https://github.com/GDWired/GDSimpleBLE (Bluetooth Low Energy BLE) but I've never delved into the subject, I'll try to figure it out one day :/ maybe you need to add a permission when exporting or something. I've created the Godot4 version of the plugin, I'll try to export from this version, maybe it will work better. |
The repo is now compatible with Godot 4 I will try to compile the plugin for Android ! |
Sorry, is it possible to send me all compiled libs ? its will be easier for me |
Sure, here you go. |
Hello !
I don't know if this is the right place to write this, so do tell me if I need to move it somewhere else.
I've been working with this addon on a project for a while now and I've arrived at a stage where I need to deploy my app. on a tablet.
I've managed to build the library (
libgdpaho.so
) for android (arm64) after rummaging through theSConstruct
file. After that, I exported the app. on a Samsung Galaxy Tab A8 so that I can test if it runs as intended.To build the library for the Android platform, I've used the following tools:
This is the command I've used to build the library (
android-ndk
is where I've unzipped the archive downloaded from here https://github.com/android/ndk/wiki/Unsupported-Downloads)Also, this was done on WSL Ubuntu 22.04 running on Windows 10.
The app. runs without crashing, however when looking at the logs using ADB and Logcat, I have the following error:
I've searched for a while, trying to find a problem similar to mine but to no avail. I found nothing that could help me with this issue and I'm no expert in C/C++ nor in compiling stuff...
This line indicates that it can not find the disconnect function which I presume is the one declared in the
async_client.h
fileThe text was updated successfully, but these errors were encountered: