ANDROID_HOMEOpen Command Prompt and run:
set ANDROID_HOME=C:\Users\YourName\AppData\Local\Android\Sdk
Replace the path with your actual Android SDK location.
Clone the Godot source and checkout the same version as your editor and export templates. Debug symbols must correspond exactly to the exported build you will release; mismatched versions will not work .
git clone https://github.com/godotengine/godot.git
cd godot
git checkout 4.x
Run SCons from the Godot source folder. The Godot documentation and Sentry docs both use scons to compile export templates with debug symbols .
For the flags you mentioned (assuming your Godot version supports generate_android_binaries and gradle_do_not_strip):
scons platform=android target=template_debug generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes
Sentry's documentation confirms that Android export templates can be compiled with target=template_debug, platform=android, arch=arm32, and debug_symbols=yes .
For the build you actually upload to Play Console, it is recommended to use target=template_release rather than template_debug:
scons platform=android target=template_release generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes
If you want separate debug symbol files (instead of them being embedded in the binary), add the separate_debug_symbols=yes flag :
scons platform=android target=template_release generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes separate_debug_symbols=yes
ANDROID_HOMEOpen Command Prompt and run:
set ANDROID_HOME=C:\Users\YourName\AppData\Local\Android\Sdk
Replace the path with your actual Android SDK location.
Clone the Godot source and checkout the same version as your editor and export templates. Debug symbols must correspond exactly to the exported build you will release; mismatched versions will not work .
git clone https://github.com/godotengine/godot.git
cd godot
git checkout 4.x
Run SCons from the Godot source folder. The Godot documentation and Sentry docs both use scons to compile export templates with debug symbols .
For the flags you mentioned (assuming your Godot version supports generate_android_binaries and gradle_do_not_strip):
scons platform=android target=template_debug generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes
Sentry's documentation confirms that Android export templates can be compiled with target=template_debug, platform=android, arch=arm32, and debug_symbols=yes .
For the build you actually upload to Play Console, it is recommended to use target=template_release rather than template_debug:
scons platform=android target=template_release generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes
If you want separate debug symbol files (instead of them being embedded in the binary), add the separate_debug_symbols=yes flag :
scons platform=android target=template_release generate_android_binaries=yes debug_symbols=yes gradle_do_not_strip=yes separate_debug_symbols=yes