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Merge pull request godotengine#8368 from m4gr3d/update_jdk_version
Clean up the instructions in the `compiling_for_android` docs
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contributing/development/compiling/compiling_for_android.rst

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@@ -36,9 +36,9 @@ For compiling under Windows, Linux or macOS, the following is required:
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**do not use an Android SDK provided by your distribution's repositories as it will often be outdated**.
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- Gradle (will be downloaded and installed automatically if missing).
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- JDK 11 (either OpenJDK or Oracle JDK).
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- JDK 17 (either OpenJDK or Oracle JDK).
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- You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_.
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- You can download a build from `ojdkbuild <https://adoptium.net/temurin/releases/?variant=openjdk17>`_.
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.. seealso:: To get the Godot source code for compiling, see
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:ref:`doc_getting_source`.
@@ -51,7 +51,7 @@ For compiling under Windows, Linux or macOS, the following is required:
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Setting up the buildsystem
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--------------------------
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- Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android
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- Set the environment variable ``ANDROID_HOME`` to point to the Android
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SDK. If you downloaded the Android command-line tools, this would be
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the folder where you extracted the contents of the ZIP archive.
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pane, then click on **Environment variables** on the window that appears.
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.. seealso:: To set the environment variable on Linux or macOS, use
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``export ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to
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``export ANDROID_HOME=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to
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the root of the SDK directories.
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Building the export templates
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Platform doesn't appear in SCons
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Double-check that you've set the ``ANDROID_SDK_ROOT``
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Double-check that you've set the ``ANDROID_HOME``
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environment variable. This is required for the platform to appear in SCons'
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list of detected platforms.
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See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>`

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