Hugo Locurcio
Hugo Locurcio
@jfaz1 Out of curiosity, did you manage to get Mono exporting for work for Android?
> Is this going to get support? There is no ETA for implementing this, as nobody is currently working on this (and I don't use C# myself).
This is likely not a problem with godot-ci, but with the fact that your exported project is unsigned (or at least unnotarized). See [Running Godot apps on macOS](https://docs.godotengine.org/en/latest/tutorials/export/running_on_mac.html) for an...
Android support was added in https://github.com/aBARICHELLO/godot-ci/pull/34, but it's only in GitLab CI so far.
@mars3142 The Android exporter can create both. If you use the [old workflow](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html), you'll be exporting full APKs. If you use the [new custom build workflow](https://docs.godotengine.org/en/latest/tutorials/export/android_custom_build.html), you can export APKs...
@myin142 Can you still reproduce this issue with the latest Godot and godot-ci versions?
> Do you have OpenCV installed? (Preferably OpenCV 4.2, I'm not sure if it works with other versions) I have `opencv` and `opencv-devel` 4.3.0 installed. The Fedora 33 repositories don't...
> so do you think it would be possible to somehow statically link OpenCV (a C++ library) in my Rust crate? This would be the best course of action, but...
> Does LD_LIBRARY_PATH influence Godot itself? E.g. can it cause Godot to fail running because it can't find a dependency it needs for itself, because the dependency folder has changed?...
> Have you noticed any regressions in compile times? I haven't done thorough benchmarking, but I'd expect a release build to take 30 seconds to 1 minute longer. This doesn't...