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Android 13 #15
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I just tested this on android 13 with a google pixel 5 it seems to work for me. Edit: It does seem to be broken it looks like godot is not requesting the android.permission.READ_EXTERNAL_STORAGE which seems to be a godot bug. |
i have given READ_EXTERNAL_STORAGE, WRITE_EXTERNAL_STORAGE and MANAGE_EXTERNAL_STORAGE permission to my game but when I click the button to run getGalleyImage() it doesn't show anything. I'm using godot 3.5 and your 3.4 plugin |
For best compatibility, you need to have the same vesion on the plugin as the version on Godot. |
I can't find my version in your plugin |
I pulled the 4.0.3 aab updated the api to 31 build tools are now 30 and updated kotlin to 1.6.0. I don't think its the plugin I think its Godot itself. |
Did you fix it yet? Please help me if you have a solution to this problem |
I think this is related to API changes in Android 13. Apparently |
I'm looking into implentering Photo picker , it might fix the problem. |
I was able to implement photo picker in Android (including 13) with the following code:
It should work as a drop in replacement for single images. I haven't implemented multiple selection because my app does not require it. |
Thanks for sharing @blurrred :-) |
Hello have you been able to implement it ? |
Unfortunately, I haven't taken the time for that yet. |
Okay, but would i be able to implement it myself into your plugin, i think it's the GodotGetImage.kt i need to alter right ? |
@Lamelynx if you want i could create a pull request ? |
Great work and please do a pull request. I will test it in my setup. |
Sure, I'll do that in my free-time |
Can you please explain a bit how this can be implemented ? |
Hey guys |
I have not yet successfully implement PhotoPicker but done a update based on Ayomideabdulazeez solution. |
well, was happy to see the photo gallery is opened with both versions so assumed all works fine. probably some permissions issue i overlooked? |
Do you have android.permission.READ_MEDIA_IMAGES? |
Yep
added it to the project's manifest...
same result
after poking logcat for a bit - seems the signal is not fired
…On Thu, Sep 28, 2023 at 7:51 PM Andreas ***@***.***> wrote:
Do you have android.permission.READ_MEDIA_IMAGES?
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Sorry for taking that long. |
We need to revise how the plugin i handling the activity then. I have problems to implement PhotoPicker, I got class not found error even tough I implement "androidx.activity:activity-ktx:1.8.0-rc01" in the plugin. Everything is compiling but don't run on the device.
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sure thing still trying to figure out what that means |
@Lamelynx - same for me. wired.. |
@Lamelynx got it to work on android 13 and lower (11)
painful. |
Hi @yan88a @Ayomideabdulazeez @blurrred , could you guys please share an .aar file that works in godot 3.5.3? I've tried to generate it myself with the solutions you provided but always get a gradle error. I'd really appreciate it, thanks. |
sure @bouncymarble note that i only checked it with godot 4.1.1 |
Hello, what error do you receive? |
Thank you @yan88a , unfortunately I was only able to export the app, had to increase Min SDK to 24 to fix a build error, but the plugin won't load while debugging.
"Module was compiled with an incompatible version of Kotlin. The binary version of its metadata is 1.7.1, expected version is 1.1.16.". I fixed that one but then, "Deprecated Gradle features were used in this build, making it incompatible with Gradle 7.0.". Same error with other gradle versions, so idk what I'm doing wrong. |
@bouncymarble - try it with this gdap. |
@yan88a Thank you, it loaded and getGalleryImage() now opens the gallery, but when I pick an image it doesn't return anything. I connected the signal "image_request_completed" but it's not triggering, cmd prints this: Call - getGalleryImage Btw, shouldn't you rename the plugin? maybe it's overriding the godot class with the same name "Image", and might be causing the error "Invalid call. Nonexistent function 'new' in base 'JNISingleton'", just another theory because now I get this error "Invalid call. Nonexistent function 'setOptions' in base 'JNISingleton'." which makes sense in this case. So maybe if you rename it to "GodotGetImage" it'll fix the Image.new() issue. Is there a way to set the image parameters like we used to with setOptions()? I need to set image_height, image_width, keep_aspect, image_quality and image_format to avoid memory issues and unsupported image extensions. |
well, as for the nonexistant function - in your case - its really not implemented in the plugin.. in mine - i do think its an issue with the gradle config, will play with it.. if by some miracle i'll manage to make it work - i'll share the aar & gdip here... |
@bouncymarble - you are a wizard. image_request_completed - note that it return's a dictionary with 1 key (the pic..) thanks man, hope it will help you as well :) |
@bouncymarble - you managed to get an image and parse it in the editor? |
@yan88a I confirmed your plugin is incompatible with godot 3.5.3 because the way of connecting signals changed in godot 4. |
Ummm
I think it's because I exported it with 4.1.2 templates
If you want, I can export it with whatever you need later tonight
Should be pretty easy..
…On Fri, Oct 6, 2023, 19:26 bouncymarble ***@***.***> wrote:
@yan88a <https://github.com/yan88a> I confirmed your plugin is
incompatible with godot 3.5.3 because the way of connecting signals changed
in godot 4. picker.connect("image_request_completed", self,
"_on_image_request_completed") doesn't work, it has to be
picker.image_request_completed.connect(_on_image_request_completed). I
just did a test in godot 4.1.2 and it returns the dictionary as expected.
So I guess I'll keep struggling with android studio. Thanks for your help
anyway :)
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@yan88a Yeah I'm trying to export it with the library "godot-lib.3.5.3.stable.release.aar", but maybe you could zip your project folder (android studio), so I can adapt it to my needs, plus I really want to learn how to export a plugin. Sorry for bothering you 😅 |
Sure, no problem.
…On Fri, Oct 6, 2023, 20:09 bouncymarble ***@***.***> wrote:
@yan88a <https://github.com/yan88a> Yeah I'm trying to export it with the
library "godot-lib.3.5.3.stable.release.aar", but maybe you could zip your
project folder (android studio), so I can adapt it to my needs, plus I
really want to learn how to export a plugin. Sorry for bothering you 😅
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@bouncymarble - so - in any case - my masters degree in android plugins was by @finepointcgi ... now - if you managed to get the array into the editor from the plugin - let me know if you managed to convert it in the editor to a picture.. still having some difficulties with that. and id anyone here has a lead on ios plugins creation - that would be an early Christmas for me :) |
I have been following this for a while. @yan88a congratulations on making your own! |
This issue should have been resolved. |
it doesn't work on android 13
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