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Android: Port to NDK r23 #68
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I'll have a look and see what I can do. It's worth noting that this is an open issue on the mono repository too: mono/mono#18776. |
I tried to upgrade in the past and got stuck on the same problem. These were my changes: 006930f Do we actually need to do this for the Mono builds? Can they stay as they are now, independently of what the Godot builds use? |
That's a good question. I expected that it would be better to use the same NDK version for both, but it's worth a try. I'll try a build of Mono with NDK r21 and then Godot with NDK r23 and then we can check if the binaries actually work or if we run into some weird binary incompatibility. |
Done: https://downloads.tuxfamily.org/godotengine/testing/3.5-rc-android-scoped%2bndk23/mono/ That seems to work well from a quick test (I could export and run the Dodge the Creeps C# demo on Android with this build). So I guess there's no emergency, if that works that should be good enough for now. |
Keeping NDK r21 for building Mono itself as it's not compatible yet with NDK r22+ (see godotengine/godot-mono-builds#68).
To be able to use NDK r23 for Godot 3.5, we need to change
android.py
as the location/names of some binaries have changed.godotengine/godot#61691 is doing that port for Godot's SCons files, and we need to do similar changes here.
By trial and error so far I got to this:
Which works for a bit but now I'm down to this error:
And indeed
//root/mono-installs/android-armeabi-v7a-release/mono/mini/.libs
only haslibmonosgen-2.0.a
and not.so
, so something must have changed that makes it default to static instead of shared.If you're interested/have time, your help would be welcome too @madmiraal to make sure we can build the Mono toolchain for Android. This repo pretty much needs similar changes as done in godotengine/godot#61691 I suppose.
Here's my current build-containers WIP update: godotengine/build-containers#109
And for this repo we'll want to build CI once ported too:
I already updated to platform 32 in fcf205c.
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