The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes

Hi all,

I've been exporting debug builds to android just fine for a few weeks now.

I then switched off the debug switch in the export options to get ready to upload my beta version to the play store. Quite exciting!

The problem is I get "'jarsigner' returned with error #1"

I just can't figure out what to do. I am using OS X if anyone can offer some guidance.


in Engine by (824 points)

Did you make and assign keystore on Android export setting?

Thanks for your reply.. Could you please explain that in a little more detail?

I have installed Android studio,created a debug.keystore file. I've pointed also to the .jks file that Android studio created but I'm sort of flying blind. I have an idea of the concepts but now I've switched from debug to non debug I'm... getting the error mentioned. Anything you can help me with would be a bonus. I'm grounded as it is. Thanks. Rob

I think you need to make release.keystore file for release.
AFAIK, .jks file is not used in anywhere with godot.

maybe this would help.

Thank you, that link helped me to create the release.keystore. Unfortunately though, I am still getting the jarsigner error. Hopefully someone has come across this.

1 Answer

+2 votes
Best answer

For future people this was the suggestion given to me elsewhere that worked:

Go to terminal and execute this:

keytool -genkey -v -keystore release.keystore -alias yourKeyAlias -keyalg RSA -sigalg SHA1withRSA -keysize 2048 -validity 10000

It will create a file called release.keystore after it asks you some questions.
This is the file you will need to use. yourKeyAlias is the username in Godot and the password will be created with the questions it asks you later.

That file solved my problem. I hope that helps others.

by (824 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.