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This guide will cover the following steps:
Selecting a version and release of Godot.
Downloading and installing Godot.
Configuring Godot for Android development.
Configuring your system for C# development and export (Mono release of Godot only).
Select a version
Use the latest stable release of Godot when possible. For Android development,
use version 3.3 or higher.
Download and run Godot
Visit the
Godot download page
to download the game engine for your preferred environment.
Godot offers two releases on its download page: standard and Mono. Either may be
used to develop for Android. The Mono release is required for C# development.
Godot is distributed as a standalone application. It does not require an
installation process; after extracting the download archive, you can run it as-is.
Configure Android support
Configure the Android Studio SDK settings
If you haven’t already done so, download and install
the latest stable release of Android Studio.
Launch Android Studio.
In the Welcome to Android Studio window, open the Configure dropdown
menu and select SDK Manager.
At the top of the window, make a note of the Android SDK Location on
your computer. You will need to specify that location in Godot editor.
In the SDK Platforms tab, find the list entry for Android 11.0 R.
Check the item if it is unchecked.
In the SDK Tools tab, find the list items for NDK (Side by side),
Android SDK Command-line Tools, and CMake. Check them if they are
unchecked.
If any list items have their status set to Update Available, enable
their check box to update to the latest version.
Click the OK button. Confirm the download and accept the license
agreements to complete the installation.
Create a debug keystore
Android apps must be digitally signed
to run on a device. For local testing, a debug keystore file may be used to sign
apps. Android Studio will automatically create a default debug keystore. If you
have previously built apps using a debug configuration with Android Studio, a
debug.keystore file should be located in the following directory:
Microsoft Windows: C:\Users\$username\.android\debug.keystore
Linux/macOS: ~\.android\debug.keystore
If the debug.keystore file does not exist, create one by performing the
following steps:
Launch Android Studio.
In the Welcome to Android Studio window, select the
Import an Android Code Sample option.
Select the Ndk -> Hello GL2 sample from the list and click the
Next button.
Choose a location for the project and click the Finish button.
Wait for the project to load and sync with Gradle, then select
Build -> Make Project from the Android Studio menu bar.
Wait for the build to finish, then verify a debug.keystore file was
created in the appropriate directory.
Set the Android SDK and debug keystore location in Godot editor
Launch the Godot editor.
Create or open a project.
Select Editor -> Editor Settings… from the Editor menu bar.
In the Editor Settings window, select the Export -> Android item
in the left panel.
In the right panel, go to the text box for Android Sdk Path and enter
the path to the Android SDK.
In the text box for Debug Keystore enter the path to the
debug.keystore file.
Figure 1. The Android Sdk Path field in Editor Settings
Set up Mono
Install MSBuild
The Mono release of Godot requires MSBuild to build and export projects that use
C#. To install MSBuild:
Godot has very limited support for editing C# code. Using an external editor for
C# files is strongly recommended. Godot supports the following C# editors:
Microsoft Visual Studio/Visual Studio for Mac
Microsoft Visual Studio Code
JetBrains Rider
MonoDevelop
To configure an external C# editor, open a project in the Godot editor and
perform the following steps:
Select Editor -> Editor Settings… from the editor menu bar.
In the Editor Settings window, select the Mono -> Editor item in the left panel.
Choose the desired editor from the External Editor dropdown menu.
Figure 2: The External Editor field in Editor Settings
C# editor plugins for Godot
C# Tools for Godot:
A plugin for Microsoft Visual Studio Code that adds C# debugging support and
partial code completion features.
Content and code samples on this page are subject to the licenses described in the Content License. Java and OpenJDK are trademarks or registered trademarks of Oracle and/or its affiliates.
Last updated 2023-08-15 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2023-08-15 UTC."],[],[],null,["# Install Godot and configure projects for Android\n\nThis guide will cover the following steps:\n\n- Selecting a version and release of Godot.\n- Downloading and installing Godot.\n- Configuring Godot for Android development.\n- Configuring your system for C# development and export (Mono release of Godot only).\n\nSelect a version\n----------------\n\nUse the latest stable release of Godot when possible. For Android development,\nuse version 3.3 or higher.\n| **Note:** Starting in August 2021, Google Play will require all Android apps to be submitted as Android App Bundles. Versions of Godot lower than 3.3 don't meet this requirement. For more information, see the [Target API Level](/distribute/best-practices/develop/target-sdk) page.\n\nDownload and run Godot\n----------------------\n\nVisit the\n[Godot download page](https://godotengine.org/download)\nto download the game engine for your preferred environment.\n\nGodot offers two releases on its download page: standard and Mono. Either may be\nused to develop for Android. The Mono release is required for C# development.\n\nGodot is distributed as a standalone application. It does not require an\ninstallation process; after extracting the download archive, you can run it as-is.\n\nConfigure Android support\n-------------------------\n\n### Configure the Android Studio SDK settings\n\n1. If you haven't already done so, [download](/studio) and [install](/studio/install) the latest stable release of Android Studio.\n2. Launch Android Studio.\n3. In the Welcome to Android Studio window, open the **Configure** dropdown menu and select **SDK Manager**.\n4. At the top of the window, make a note of the **Android SDK Location** on your computer. You will need to specify that location in Godot editor.\n5. In the **SDK Platforms** tab, find the list entry for **Android 11.0 R**. Check the item if it is unchecked.\n6. In the **SDK Tools** tab, find the list items for **NDK (Side by side)** , **Android SDK Command-line Tools** , and **CMake**. Check them if they are unchecked.\n7. If any list items have their status set to **Update Available**, enable their check box to update to the latest version.\n8. Click the **OK** button. Confirm the download and accept the license agreements to complete the installation.\n\n### Create a debug keystore\n\nAndroid apps must be [digitally signed](/studio/publish/app-signing#certificates-keystores)\nto run on a device. For local testing, a debug keystore file may be used to sign\napps. Android Studio will automatically create a default debug keystore. If you\nhave previously built apps using a debug configuration with Android Studio, a\n`debug.keystore` file should be located in the following directory:\n\n- **Microsoft Windows** : `C:\\Users\\$username\\.android\\debug.keystore`\n- **Linux/macOS** : `~\\.android\\debug.keystore`\n\nIf the `debug.keystore` file does not exist, create one by performing the\nfollowing steps:\n\n1. Launch Android Studio.\n2. In the Welcome to Android Studio window, select the **Import an Android Code Sample** option.\n3. Select the **Ndk -\\\u003e Hello GL2** sample from the list and click the **Next** button.\n4. Choose a location for the project and click the **Finish** button.\n5. Wait for the project to load and sync with Gradle, then select **Build -\\\u003e Make Project** from the Android Studio menu bar.\n6. Wait for the build to finish, then verify a `debug.keystore` file was created in the appropriate directory.\n\n### Set the Android SDK and debug keystore location in Godot editor\n\n1. Launch the Godot editor.\n2. Create or open a project.\n3. Select **Editor -\\\u003e Editor Settings...** from the **Editor** menu bar.\n4. In the **Editor Settings** window, select the **Export -\\\u003e Android** item in the left panel.\n5. In the right panel, go to the text box for **Android Sdk Path** and enter the path to the Android SDK.\n6. In the text box for **Debug Keystore** enter the path to the `debug.keystore` file.\n\n**Figure 1.** The **Android Sdk Path** field in **Editor Settings**\n\nSet up Mono\n-----------\n\n### Install MSBuild\n\nThe Mono release of Godot requires MSBuild to build and export projects that use\nC#. To install MSBuild:\n\n**Linux and macOS**\n\n- [Download](https://www.mono-project.com/download/stable/) and [install](https://www.mono-project.com/docs/) the latest version of the Mono SDK.\n\n**Microsoft Windows**\n\n- Install [Microsoft Visual Studio](https://visualstudio.microsoft.com/downloads/) or [Microsoft Visual Studio Build Tools](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15). When you run the installer, ensure you have the **.NET Framework 4.5** targeting pack selected for installation.\n\n### Configure a C# editor\n\nGodot has very limited support for editing C# code. Using an external editor for\nC# files is strongly recommended. Godot supports the following C# editors:\n\n- Microsoft Visual Studio/Visual Studio for Mac\n- Microsoft Visual Studio Code\n- JetBrains Rider\n- MonoDevelop\n\nTo configure an external C# editor, open a project in the Godot editor and\nperform the following steps:\n\n1. Select **Editor -\\\u003e Editor Settings...** from the editor menu bar.\n2. In the **Editor Settings** window, select the **Mono -\\\u003e Editor** item in the left panel.\n3. Choose the desired editor from the **External Editor** dropdown menu.\n\n**Figure 2:** The **External Editor** field in **Editor Settings**\n\n### C# editor plugins for Godot\n\n- [C# Tools for Godot](https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode): A plugin for Microsoft Visual Studio Code that adds C# debugging support and partial code completion features.\n- [JetBrains Rider plugin](https://plugins.jetbrains.com/plugin/13882-godot-support): Adds C# debugging support."]]