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The resulting templates will be located under the ``bin`` directory:
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- ``bin/android_release.apk`` for the release template
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- ``bin/android_debug.apk`` for the debug template
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- ``bin/android_dev.apk`` for the dev template
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- ``bin/android_source.zip`` for the Gradle build template
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.. note::
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- If you are changing the list of architectures you're building, remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that the template files are generated after the build.
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- To include debug symbols in the generated templates, add the ``debug_symbols=yes`` parameter to the SCons command.
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.. seealso::
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@@ -142,10 +153,10 @@ example, for the release template:
Copy file name to clipboardExpand all lines: tutorials/editor/using_the_android_editor.rst
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@@ -9,7 +9,7 @@ that can be used to work on new or existing projects on Android devices.
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.. note::
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The Android editor is in beta testing stage, while we continue to refine the experience,
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The Android editor is in early access, while we continue to refine the experience,
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and bring it up to parity with the Desktop version of the editor. See :ref:`doc_using_the_android_editor_limitations` below.
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Android devices support
@@ -41,7 +41,6 @@ Here are the known limitations and issues of the Android editor:
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- No support for building and exporting an Android APK binary.
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As a workaround, you can generate and export a `Godot PCK or ZIP file <https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html#pck-versus-zip-pack-file-formats>`__
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- No support for building and exporting binaries for other platforms
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- Performance and stability issues when using the *Vulkan Mobile* renderer for a project
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- UX not optimized for Android phones form-factor
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- `Android Go devices <https://developer.android.com/guide/topics/androidgo>`__ lacks
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the *All files access* permission required for device read/write access.
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