Custom build gradle error

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:bust_in_silhouette: Asked By tarikaydin16

I can’t get custom build for android with godot engine. The project gives the following error on the gradle screen. It also fails when I build with godot engine scons. Please help me.

My editor settings:

My export settings

Custom build error

how does the build.gradle looks like? what modules are you using?

rustyStriker | 2020-02-15 15:05

Build.gradle:

// Gradle build config for Godot Engine's Android port.
//
// Do not remove/modify comments ending with BEGIN/END, they are used to inject
// addon-specific configuration.
apply from: 'config.gradle'

buildscript {
    apply from: 'config.gradle'

    repositories {
        google()
        jcenter()
//CHUNK_BUILDSCRIPT_REPOSITORIES_BEGIN
//CHUNK_BUILDSCRIPT_REPOSITORIES_END
    }
    dependencies {
        classpath libraries.androidGradlePlugin
//CHUNK_BUILDSCRIPT_DEPENDENCIES_BEGIN
//CHUNK_BUILDSCRIPT_DEPENDENCIES_END
    }
}

apply plugin: 'com.android.application'

allprojects {
    repositories {
        mavenCentral()
        google()
        jcenter()
//CHUNK_ALLPROJECTS_REPOSITORIES_BEGIN
//CHUNK_ALLPROJECTS_REPOSITORIES_END
    }
}

dependencies {
    implementation libraries.supportCoreUtils

    if (rootProject.findProject(":lib")) {
        implementation project(":lib")
    } else {
        // Custom build mode. In this scenario this project is the only one around and the Godot
        // library is available through the pre-generated godot-lib.*.aar android archive files.
        debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
        releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
    }
//CHUNK_DEPENDENCIES_BEGIN
//CHUNK_DEPENDENCIES_END
}

android {
    compileSdkVersion versions.compileSdk
    buildToolsVersion versions.buildTools

    defaultConfig {
        // Feel free to modify the application id to your own.
        applicationId getExportPackageName()
        minSdkVersion versions.minSdk
        targetSdkVersion versions.targetSdk
//CHUNK_ANDROID_DEFAULTCONFIG_BEGIN
//CHUNK_ANDROID_DEFAULTCONFIG_END
    }

    lintOptions {
        abortOnError false
        disable 'MissingTranslation', 'UnusedResources'
    }

    packagingOptions {
        exclude 'META-INF/LICENSE'
        exclude 'META-INF/NOTICE'
    }

    // Both signing and zip-aligning will be done at export time
    buildTypes.all { buildType ->
        buildType.zipAlignEnabled false
        buildType.signingConfig null
    }

    sourceSets {
        main {
            manifest.srcFile 'AndroidManifest.xml'
            java.srcDirs = [
                    'src'
//DIR_SRC_BEGIN
//DIR_SRC_END
            ]
            res.srcDirs = [
                    'res'
//DIR_RES_BEGIN
//DIR_RES_END
            ]
            aidl.srcDirs = [
                    'aidl'
//DIR_AIDL_BEGIN
//DIR_AIDL_END
            ]
            assets.srcDirs = [
                    'assets'
//DIR_ASSETS_BEGIN
//DIR_ASSETS_END
            ]
        }
        debug.jniLibs.srcDirs = [
                'libs/debug'
//DIR_JNI_DEBUG_BEGIN
//DIR_JNI_DEBUG_END
        ]
        release.jniLibs.srcDirs = [
                'libs/release'
//DIR_JNI_RELEASE_BEGIN
//DIR_JNI_RELEASE_END
        ]
    }

    applicationVariants.all { variant ->
        variant.outputs.all { output ->
            output.outputFileName = "android_${variant.name}.apk"
        }
    }
}

//CHUNK_GLOBAL_BEGIN
//CHUNK_GLOBAL_END

I use the admob module but it gives the same error in an empty project

tarikaydin16 | 2020-02-15 15:22

Try setting a new project without any modules installed, then check if it gives you the same error, and also, can you link the module’s github?

rustyStriker | 2020-02-15 16:57

The github page of the admob module I use: GitHub - kloder-games/godot-admob: Module Admob for Godot engine

It gives the same error when I create a new project by using no modules.
My empty project android module page:
enter image description here

Gradle error:
enter image description here

tarikaydin16 | 2020-02-15 18:19

if it gives you the same error when you run an empty project it means something in the setup is wrong, try looking at the docs
https://docs.godotengine.org/en/latest/getting_started/workflow/export/android_custom_build.html
besides, you were trying to build a module instead of a plugin(godot 3.2+ uses real time build and a plugin system), you can find his port here:
GitHub - Shin-NiL/Godot-Android-Admob-Plugin: Android AdMob plugin for Godot Game Engine 3.2 or higher

rustyStriker | 2020-02-15 20:54

:bust_in_silhouette: Reply From: cenullum

because of your game files have non-english letters. I was also set my game files’s name with japan and turkish letters, while installing to android it was giving license error then I change just file names. değerimi bil :slight_smile:

I can custom build on linux operating system with the same files. But I can’t do it on windows :slight_smile: WTF? Yinede teşekkürler :slight_smile:

tarikaydin16 | 2020-02-23 21:12

I’m getting the same error. But there are no Turkish “character” and “folder” names in the project. There is a translation file csv. Could it be due to this file?

hhuseyincihangir | 2020-05-14 16:35