Comments (8)
You'll need to install the Ninja build system. I haven't done this for Windows but with Ubuntu, sudo apt-get install ninja-build
worked.
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@sigmaxipi Thanks for the response, I will install Ninja Build System and try to compile again, when I do I will give an answer to close the issue.
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@sigmaxipi @lobinuxsoft Based on your descriptions, the cmake/bin
directory was not added to your environment variable PATH
, hence why cmake
doesn't see it.
@lobinuxsoft You should find a ninja.exe
file in your C:/Users/Lobinux-Lenovo/AppData/Local/Android/Sdk/cmake/3.10.2.4988404/bin
directory. Make sure to add that directory to the PATH
environment variable.
That step is also described in the Setup guide.
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@m4gr3d I did everything they told me to do, but it didn't work out so I opted to completely uninstall Android Studio, erase all the environment variables, and reinstall everything from scratch ... if they work for me I will let you know so close this issue.
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@lobinuxsoft You can also validate that the ninja.exe
binary is in the cmake/<version_dir>/bin
directory.
If it's, you can validate your environment variable setup by launching cmd
(or powershell
) and typing ninja.exe
. If the command is recognized, then the environment path
variable is properly setup.
Hope that helps!
ps: If you're just looking to get access to the prebuilt binaries, you can use this project instead.
We're still setting it up, but once it's done, the plugin will also be available in the Godot asset library.
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It is indeed a problem of environment variables, maybe where the SDK is installed, probe changing the environment variable but still does not recognize the ninja.exe file ... do not worry I will look for a way to fix it, thank you for Help, you can close this issue.
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Thanks for the update! Feel free to re-open if you are still having issues building.
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I found what my mistake was, it is the environment variable that points to the NDK directory ... the variable points to "[Android Path]\Sdk\ndk", but it was wrong, since there is also the version number as a folder, correctly it would be "[Android Path]\Sdk\ndk\20.1.5948944".
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Related Issues (20)
- The controller positions do not handle world_scale correctly HOT 4
- Using GLES3 causes rendering issues with Blend Keys
- Integrate oculus audio spatializer HOT 11
- Build procedure error HOT 2
- Add use of pointer_pose into the demo HOT 1
- Add Oculus Quest 2 support
- Add support for the Oculus platform keyboard HOT 12
- Mobile Vulkan for Oculus Quest 2 ? HOT 2
- 64bit Android binaries for Oculus Quest ? HOT 3
- VR framework for Godot ? HOT 3
- Head transformation may be invalid
- Cannot download asset from AssetLib HOT 4
- GearVR oculus update required HOT 2
- Controller positions mishandle worldscale in versions since v3.0.1 HOT 2
- Just a friendly reminder that the version in the asset store is still 3.0.1 HOT 8
- ovr_display.get_supported_display_refresh_rates() returns only 60hz and 72hz on Oculus Quest 2 HOT 3
- Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" HOT 1
- Lag between ARVRCamera and ARVROrigin when moving HOT 3
- Add support for Passthrough API HOT 3
- Meta Quest 2 HOT 1
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