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Disable the requestLegacyExternalStorage
attribute when there are no storage permissions
#47954
Disable the requestLegacyExternalStorage
attribute when there are no storage permissions
#47954
Conversation
platform/android/export/export.cpp
Outdated
@@ -768,6 +768,10 @@ class EditorExportPlatformAndroid : public EditorExportPlatform { | |||
return OK; | |||
} | |||
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bool _has_storage_permission(const Vector<String> &permissions) { |
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bool _has_storage_permission(const Vector<String> &permissions) { | |
bool _has_storage_permission(const Vector<String> &p_permissions) { |
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Done!
@@ -275,13 +275,16 @@ String _get_activity_tag(const Ref<EditorExportPreset> &p_preset) { | |||
return manifest_activity_text; | |||
} | |||
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String _get_application_tag(const Ref<EditorExportPreset> &p_preset) { | |||
String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool has_storage_permission) { |
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String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool has_storage_permission) { | |
String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool p_has_storage_permission) { |
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Done!
…o storage permissions.
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Thanks! |
with 3.2.3, Would adding android:requestLegacyExternalStorage="false" to the android manifest under android/build in the app change anything? |
@anisc You can add |
@m4gr3d thank you so much for returning to me. |
Hello @anisc, I have the same problem. |
You can use Godot 3.3 and you won't need to add any workaround to the manifest: https://godotengine.org/article/godot-3-3-has-arrived |
@besyuser As @akien-mga said i'm using godot 3.3 published the game but the warning is not gone on the console, so at this point I'm just waiting and crossing my fingers. |
Thank you guys! Yesterday I published a version with the android manifest change. And today I published another one using Godot 3.3 |
Fixes #47910