0 votes

I've been using Godot editor on arm Linux machine. It was build in my distribution's repository. And because (I think) arm Linux isn't officially supported, the version was .stable.custom_build . It works all correct on my arm Linux machine. But it's little outdated (v. 3.2). So I tried to build the newer version of Godot (3.3) as written in documentation. But it failed in the end, on linking step.
So I think I have to do something to make it compile for arm, just like it was done for pacman repository. But I can't figure out what to do. (Google searches all seem to be about export templates)

Godot version Not fitting
in Engine by (102 points)

1 Answer

+2 votes

Many things can go wrong with Toolchain builds

  • Is it a fresh build?
  • Do you have all the 3rd party libraries to link to?
  • Are your /sysroot dirs set up correctly?

As your lawyer have to say an error read out of your problem will greatly help your case.
Also Google is your best friend when you know what to ask, try Godot Experimental Build , Godot Toolchain build, Godot arm builds

by (6,932 points)

Didn't understand you fully, what do you mean? To share the build if I get it working?

Not "if" "when" because we're gonna get this built buddy
Meant If you can host it on your Google drive like you did the picture and share the link as I have an arm device and would like to test it, but not able to compile like you are.

All that said your issue seems to be a complicated one, have a lot of ideas here and trying to sort out the correct one.

Honestly that function in the os_x11.cpp file does not look that important and would just void it to null (x11 has to do with window management)

Also thinking it could be a change in the linker
Or the order in which the libraries are linked

Hmm.. ok first try building without multiple cores

scons platform=x11 target=release_debug

Should not take long with everything already built then if it still fails try as it says adding the -fPIC flag instead of fpic

Ok, doing it right now.
If I get this working I can and will release it on itch.io or put on Google Drive, don't worry.

It looks like build data doesn't get saved if the build fails....
Building all over again. I'll reply when it's done

The Culprit

Personally tried building using termux apart from being ridiculously slow it fails same way

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.