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Exporting a godot engine project for android without using gradle. It also adds AdMob.

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export-godot-to-android-without-gradle-32bits-and-64bits

👍 Exporting a godot engine project for android without using gradle. It also adds AdMob. 👍 Export your game to android With Admob, firebase notification, APP Review rating and Android Share 👍 Yes. Export your godot game to android With Admob, firebase notification, APP Review rating and Android Share

Android Generate aab manually linux i386 and x86_64

👍 Generating aab file for google play console manually without using gradle

👍 Generating aab file for google play console manually without using Android Studio

👍 Let's generate an aab and try to generate the apk from aab manually

Using linux 32bits 😇

Debian 11

Now let's download the BundleTool

Note: OpenJdk version 11 or higher must be properly installed

I used version 1.8.2

  • Download: Bundletool releases

  • You must place BundleTool in the same location as Build_aab.sh

  • actually he is already there.

Install Android Sdk and OpenJdk

  • Search how to install android sdk on linux if you don't know.
  • Android SDK will be out of date, but no problem, in linux 32 bits we will update manually, below.

Now let's download the Android SDK Build-Tools

Note: I used version 31.0.0, however you might want to use a newer version

If you want, you can download it here: (https://androidsdkoffline.blogspot.com/p/android-sdk-build-tools.html)

  • You should create folder 31.0.0 in your $ANDROID_HOME/build-tools/
  • Unzip the content into $ANDROID_HOME/build-tools/31.0.0/
  • The content, not the folder, should be ../31.0.0/apksigner for example and not ../31.0.0/Android-S/apksigner
  • Inclusive isso resolve o error de apksigner no Godot Engine 3.3.3-stable no linux 32bits

Now let's download the Android SDK Platform

Note: I used version 31, however you might want to use a newer version

If you want, you can download it here: (https://androidsdkmanager.azurewebsites.net/SDKPlatform)

  • You should create folder android-31 in your $ANDROID_HOME/platforms/
  • Unzip the content into $ANDROID_HOME/platforms/android-31/
  • The content, not the folder, should be ../android-31/android.jar for example and not ../android-31/Android-NN/android.jar

Now valid for i386 linux and x86_64 linux

👍 Okay, with Android-sdk and OpenJdk correctly installed, we can proceed

👍 On linux x86_64 you should have no problem installing Android SDK Build-Tools and Android SDK Platform

👍 Don't forget to give all .sh permissions to run

Start

  • You must unzip this project in android/ folder inside your godot engine project.
  • Or Create a folder there and clone this project inside it.

mkdirFolders.sh

  • You should run it once, it will be the first one you run.

SplashScreen Android Godot

  • In the Scripts_Godot/SplashScreen/ folder you will find the scene that will be your main scene, copy it along with its script, to the root of your godot project and define it as run scene.
  • Change res://myMainGame.tscn in the function goto_scene(), in the Main.gd script to the first scene of your game.
  • It is necessary to do this so that godot closes the SplashScreen android, when it finishes loading your scene.
  • The SplashScreen image must be placed in the android/build/res/drawable-nodpi folder with the name splash and have a size of 192x192 px, without transparency and with the same background color as you choose in themes.xml
  • A Godot SplashScreen compatible with Android 12 and later and earlier.

ICONS

Firebase Notification Godot

  • Create your APP in firebase, to use Firebase Cloud Messaging and download your google-services.json and put it in the folder: godot_project/android/build
  • You can send notification to all device using topic: GodotGame

ADMOB Godot

  • Put your APPLICATION_ID in godot_project/android/build/APPLICATION_ID.txt
  • Inside the Scripts_Godot folder you will find the admob-lib folder
  • to copy to the root of your godot project and use the o plugin as usual.
  • More information use the link: https://github.com/Shin-NiL/Godot-Android-Admob-Plugin
  • EX:
extends Node2D

func _ready():
	loadAds()


func loadAds() -> void:
	admob.load_banner()
	admob.load_interstitial()
	admob.load_rewarded_video()


func startBanner():
 admob.show_banner()
 
func startInterstitial(): 
 admob.show_interstitial()
 
func startRewarded_video():
 admob.show_rewarded_video()
 
#signal 
func _on_AdMob_rewarded_video_closed():
	admob.load_rewarded_video()

Review APP Rating

Share Button Example

Note

  • Note the plugins are all activated, you download nothing else, you just need to use the necessary scripts in Godot, then you generate an apk in godot, leave the project in the root folder of the godot project with an easy name and no spaces.

CreateAndroidManifest.sh

  • You need to run it at least once before Build_aab.sh
  • This one creates the AndroidManifest.xml in godot_project/android/build/AndroidManifest.xml
  • Run every time you change your project version.

Build_aab.sh

  • Make sure you have the zip and unzip tools installed;
  • Okay, now every time you want to generate an aab and an apk use Build_aab.sh;
  • Generated aab will go to My_Build/AAB folder and generated apks will go to My_Build/APKs folder;
  • To work correctly Build_aab.sh needs Bundletool to be in the same folder;
  • First generate an apk by Godot and save it in an easily accessible location, as Build_aab.sh will ask for its location. You can export it to Godot's standard, so when prompted just type ../../projeto.apk

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