82 lines
3.2 KiB
ReStructuredText
82 lines
3.2 KiB
ReStructuredText
.. _doc_one-click_deploy:
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One-click deploy
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================
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What is one-click deploy?
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-------------------------
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One-click deploy is a feature that is available once a platform is properly
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configured and a supported device is connected to the computer. Since things can
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go wrong at many levels (platform may not be configured correctly, SDK may be
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incorrectly installed, device may be improperly configured, etc.), it's good to
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let the user know that it exists.
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After adding an Android export preset marked as Runnable, Godot can detect when
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a USB device is connected to the computer and offer the user to automatically
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export, install and run the project (in debug mode) on the device. This feature
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is called *one-click deploy*.
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.. note::
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One-click deploy is only available once you've added an export template
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marked as **Runnable** in the Export dialog. You can mark several export
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presets as runnable, but only one preset per platform may be marked as
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runnable. If you mark a second preset in a given platform as runnable, the
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other preset will no longer be marked as runnable.
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Supported platforms
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-------------------
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- **Android:** Exports the project with debugging enabled and runs it on the
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connected device.
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- Make sure to follow the steps described in :ref:`doc_exporting_for_android`.
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Otherwise, the one-click deploy button won't appear.
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- If you have more than one device connected, Godot will ask you which device
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the project should be exported to.
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- **HTML5:** Starts a local web server and runs the exported project by opening
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the default web browser.
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Support for more platforms such as iOS is planned.
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Using one-click deploy
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----------------------
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- If deploying to Android, enable developer mode on your mobile device
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then enable USB debugging in the device's settings.
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- After enabling USB debugging, connect the device to your PC using an USB cable.
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- For advanced users, it should also be possible to use wireless ADB.
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- Make sure there is an export preset marked as **Runnable** for the target
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platform (Android or HTML5).
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- If everything is configured correctly and with no errors, platform-specific
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icons will appear in the top-right corner of the editor.
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- Click the button to export to the desired platform in one click.
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.. image:: img/oneclick.png
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Troubleshooting
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---------------
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Android
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^^^^^^^
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If you can't see the device in the list of devices when running the
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``adb devices`` command in a terminal, it will not be visible by Godot either.
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To resolve this:
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- Check if USB debugging is enabled *and authorized on the device*.
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Try unlocking your device and accepting the authorization prompt if you see any.
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If you can't see this prompt, running ``adb devices`` on your PC should make
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the authorization prompt appear on the device.
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- Try `revoking the debugging authorization <https://stackoverflow.com/questions/23081263/adb-android-device-unauthorized>`__
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in the device's developer settings, then follow the steps again.
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- Try using USB debugging instead of wireless debugging or vice versa.
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Sometimes, one of those can work better than the other.
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- On Linux, you may be missing the required
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`udev rules <https://github.com/M0Rf30/android-udev-rules>`__
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for your device to be recognized.
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