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Android Remote Debug: Godot Editor remains stuck if one-click deploy device architecture doesn't match the device #86284
Comments
logcat
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@Alex2782 I'm unable to reproduce the issue while running Godot Editor v4.2.1.stable on a Windows 11 machine, and attempting to deploy against a Galaxy Tab S8 running Android 14. When selecting an invalid architecture, the export process fails quickly with the following error as expected. |
@m4gr3d I think an arm32 (armeabi-v7a) device is needed. On my Samsung Tab S7 (Android 13, arm64), I'm also unable to reproduce. |
@Alex2782 it may be the Android version instead that could be the issue. Can you test with an emulator and check if the behavior changes depending on the Android version that's running. |
Tested versions
v4.2.1.stable.official [b09f793]
System information
Godot v4.2.1.stable - macOS 14.2.0 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
Godot does not yet check whether the architecture fits. Progress bar remains stuck at 66%, it is not possible to press "Cancel". The application "does not respond" and must be terminated via the task manager.
Steps to reproduce
In the export dialog, select the Android CPU architecture that the device does not support.
Minimal reproduction project (MRP)
N/A
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