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Add Android Application Bundle option in the Android export template options #342
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See also godotengine/godot#30711. Note that you can already perform the splitting manually using Google Play's multiple APK support. |
Yeah I know. It's just that AAB files are very lightweight in comparison and I also fear Google might make it mandatory in the near future, considering the big warning sign they show you when you upload an APK file to the Play Store. When I think about it, it mustn't be very hard to implement. All you really need to do is to replace the gradlew assembleRelease command with gradlew bundleRelease... |
@mickael-h As of 3.2, we now have two ways to export projects for Android: the old way, where you download an APK export template and use it to export a project, and the new way, where you download a Gradle project bundle that contains just the native library ( I don't know whether we intend to support AAB when exporting using "the old way", but if we do, that means it'll be more work to support it. Also, this stuff needs to be tested to make sure it works with third-party modules. @m4gr3d Do you know what it'd take to support exporting a project into an AAB using "the new way"? Thanks in advance 🙂 |
Supporting AAB using the new export way would be enough. |
Hi, recently tried to publish my app in Google Play, and appeared the same problem with Android App Bundle. So now I just can`t publish an app without it. Hope Godot 3.2 will support it, it will be really good |
@neverdieboy That's weird... you should be able to publish an APK. For the moment, Google only recommends you to use an AAB, but it's not mandatory. |
Maybe I cant understand something. I attached screens, maybe you can help me, because I just can`t start rollout. |
@neverdieboy Yeah, that's just a warning. The reason why you can't deploy is because you have uncompleted sections in your app project. You need to make those green in order to deploy your app. |
@mickael-h Oh, I just didn`t think about that, thanks a lot. First time publishing) |
+1, this would be a nice feature to easily reduce app sizes. Multiple APKs is possible but more complex having to deal with version numbers |
Godot need this Feature, now. |
@TheNeoGameFactory we'll be working on this feature for Godot 3.2.3. |
I opened a similar issue earlier today to go alongside an proof of concept PR (#39761) I made, and I was told to paste my proposal here. Describe the project you are working on: Android App Bundles (AABs) are Google’s preferred method of publishing Android apps to the Google Play Store. Starting sometime in 2021, they will be the only way to publish. The best way to build an AAB is to use the Android Gradle Plugin. This project aims to modify the existing “Use Custom Build” process in Godot to create self-contained Gradle projects. Describe the problem or limitation you are having in your project: Currently, there is no way for a Godot developer to build an AAB. The Gradle project created by the existing custom build is incomplete: it has no assets, an incomplete resource table, and an incomplete Android Manifest file. This means that a developer cannot use Gradle commands to build their game as an APK or an AAB; they must rely on the editor. Describe the feature / enhancement and how it helps to overcome the problem or limitation: This proposal changes the Android “Use Custom Build” from building and then updating a template APK to performing the entire build using Gradle. With this change in place it’s possible to add an “Export AAB” checkbox to the UI that will result in Godot exporting an AAB. This change will also open the door to future enhancements, such as Play Asset Delivery support. Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: When a user checks “Use Custom Build” in their Android project and then clicks “Export Project”, the Godot engine will now use a different approach to generate a custom build:
The benefit to this method is that by using this new method, a fully fledged gradle project exists for the developer to use. This is different from the original “Use Custom Build” process because that process did not give the developer a useful gradle project to work with, instead it just provided a base gradle project, and the exporting script would still have to build that apk, unzip it, and insert assets and such to this unzipped apk to create the final game apk. If this enhancement will not be used often, can it be worked around with a few lines of script?: Is there a reason why this should be core and not an add-on in the asset library?: How will this PR be broken down into reasonable, smaller PR’s?
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Closing this proposal as a duplicate of #1111. |
@andy-noisyduck Thanks for bringing this up, I think I got the two confused :). That said, the feature has already been merged in and should be released with Godot v3.2.4. Are there additional reasons for keeping this proposal open? |
I was tracking the ticket too and I got a little confused. If its all merged then being closed now is fine. |
in 3.2.4 beta4, when set export format to aab and click the Android icon to run the project, it always alert "Invalid filename! Android App Bundle requires the *.aab extension." |
@alexzheng can you open a new issue for it. |
Describe the project you are working on:
Mobile game
Describe the problem or limitation you are having in your project:
I want to export an AAB bundle for the play store, but the export template only allows to export an APK file
Describe how this feature / enhancement will help you overcome this problem or limitation:
I would be able to use the AAB format to send to the Google play store, which would allow me to get more lightweight applications.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
https://i.imgur.com/AIRZdLO.png
Describe implementation detail for your proposal (in code), if possible:
No idea, to be honest
If this enhancement will not be used often, can it be worked around with a few lines of script?:
I wish
Is there a reason why this should be core and not an add-on in the asset library?:
It's not an asset
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