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Bug Report: Binding libraries does not work on Android release builds #205

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Connor-McCloskey opened this issue Apr 1, 2024 · 1 comment
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@Connor-McCloskey
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Describe the bug
This seems to be similar in some ways to the reported bug where libraries are not binding on Mac platforms. I built an Android release with export templates and Android addon items I compiled myself from this repo and exported an experimental release build of my project. I encountered a similar issue where all of the libraries I bound in my initial setup of the VM from GDScript failed.

To Reproduce

  1. Create a project
  2. Ensure you have the necessary Android files for the LuaAPI plugin
  3. Install the Android build template for Godot
  4. Set up an Android Gradle build and configure it for release configuration
  5. Set up a test script for initializing a VM and pushing some libraries (for example, table and package) to Lua
  6. Observe in your test that the libraries are not bound

Expected behavior
Bound libraries should be bound!

Screenshots
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Environment (please complete the following information):

  • OS: Windows 11
  • Godot version: 4.2 stable
  • Module version: latest release as of 3.31.24
@Connor-McCloskey Connor-McCloskey added the bug Something isn't working label Apr 1, 2024
@Connor-McCloskey
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Update - I'd incorporated the changes from PR #196 which resulted in this behavior, which was also causing a seg fault on Android builds. Reverting the changes fixes these bugs, but doesn't point us toward a unified cross-platform solution for library binding.

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