You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is to enable Android exports. Though it'd be possible by adding volumes and a pre-script in the config, it'd be ugly - far better to do it automatically.
We'll need to interrogate two files for this: export_presets.cfg, which can override per preset, and the user's editor_settings*.tres.
In the case of nothing being set up in the user environment, don't throw an error - this'll be a likely scenario in CI. A keystore is more likely to be pre-configured for Godot on a workstation because of one-click deploy.
Note we'll possibly want to consider this for other export fields which require things strewn around the FS.
The text was updated successfully, but these errors were encountered:
Edit this won't work, as we need the user and password too.
Scrap that, I'm just going to provide well-known locations instead. This should reduce complexity all round, at the cost of a bit of magic (some would say this is 100% a good thing).
This is to enable Android exports. Though it'd be possible by adding volumes and a pre-script in the config, it'd be ugly - far better to do it automatically.
We'll need to interrogate two files for this:
export_presets.cfg
, which can override per preset, and the user'seditor_settings*.tres
.In the case of nothing being set up in the user environment, don't throw an error - this'll be a likely scenario in CI. A keystore is more likely to be pre-configured for Godot on a workstation because of one-click deploy.
Note we'll possibly want to consider this for other export fields which require things strewn around the FS.
The text was updated successfully, but these errors were encountered: