'Welcome to Android Studio' 창에서 Configure 드롭다운 메뉴를 열고 SDK Manager를 선택합니다.
창 상단에서 컴퓨터의 Android SDK 위치를 기록해 둡니다. 해당 위치는 Godot 편집기에서 지정해야 합니다.
SDK Platforms 탭에서 Android 11.0 R의 목록 항목을 찾습니다.
항목이 선택 해제되어 있는지 확인합니다.
SDK Tools 탭에서 NDK (Side by side), Android SDK 명령줄 도구 및 CMake의 목록 항목을 찾습니다. 선택되어 있지 않으면 선택합니다.
목록 항목의 상태가 Update Available로 설정된 경우 해당 체크박스를 선택하여 최신 버전으로 업데이트합니다.
OK 버튼을 클릭합니다. 다운로드를 확인하고 라이선스 계약에 동의하여 설치를 완료합니다.
디버그 키 저장소 만들기
Android 앱을 기기에서 실행하려면 디지털 서명이 이루어져야 합니다. 로컬 테스트의 경우 디버그 키 저장소 파일을 사용하여 앱에 서명할 수 있습니다. Android 스튜디오가 자동으로 기본 디버그 키 저장소를 만듭니다. 이전에 Android 스튜디오에서 디버그 구성을 사용하여 앱을 빌드한 경우 debug.keystore 파일이 다음 디렉터리에 있어야 합니다.
Microsoft Windows: C:\Users\$username\.android\debug.keystore
Linux/macOS: ~\.android\debug.keystore
debug.keystore 파일이 없으면 다음 단계를 따라 파일을 만듭니다.
Android 스튜디오를 시작합니다.
Welcome to Android Studio 창에서 Import an Android Code Sample 옵션을 선택합니다.
목록에서 Ndk -> Hello GL2 샘플을 선택하고 Next 버튼을 클릭합니다.
프로젝트 위치를 선택하고 Finish 버튼을 클릭합니다.
프로젝트가 로드되고 Gradle과 동기화될 때까지 기다린 다음 Android 스튜디오 메뉴 바에서 Build -> Make Project를 선택합니다.
빌드가 완료될 때까지 기다린 다음 debug.keystore 파일이 적절한 디렉터리에 생성되었는지 확인합니다.
이 페이지에 나와 있는 콘텐츠와 코드 샘플에는 콘텐츠 라이선스에서 설명하는 라이선스가 적용됩니다. 자바 및 OpenJDK는 Oracle 및 Oracle 계열사의 상표 또는 등록 상표입니다.
최종 업데이트: 2025-07-27(UTC)
[[["이해하기 쉬움","easyToUnderstand","thumb-up"],["문제가 해결됨","solvedMyProblem","thumb-up"],["기타","otherUp","thumb-up"]],[["필요한 정보가 없음","missingTheInformationINeed","thumb-down"],["너무 복잡함/단계 수가 너무 많음","tooComplicatedTooManySteps","thumb-down"],["오래됨","outOfDate","thumb-down"],["번역 문제","translationIssue","thumb-down"],["샘플/코드 문제","samplesCodeIssue","thumb-down"],["기타","otherDown","thumb-down"]],["최종 업데이트: 2025-07-27(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."]]