Discover how to successfully include custom files in your Android builds using C- and Godot, with a step-by-step guide.
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How to Include an External File on Android with C- and Godot?
When developing games or applications using Godot, you might encounter a common hurdle: including external files when exporting your project to Android. This issue often arises, especially when using external libraries (like onnxruntime) and needing to access files in your project. If you're struggling with how to effectively include custom files such as .onnx or even .txt files, you're not alone. In this guide, we'll guide you through the process of including these necessary files, so you can polish your game without any missing assets.
The Problem
When exporting your Godot game to Android using C-, you may find that only certain file types are exported, and others, like .onnx files, remain unseen. Attempting to include these files manually can be frustrating, as not all options yield the desired results. For instance:
You might have tried using Godot’s built-in resources tab followed by editing file extensions without success.
Even when files are recognized by the Godot editor, accessing them in code can remain elusive.
The Solution
To effectively include custom files in your Android export, follow these guidelines to ensure they are packaged correctly and can be accessed within Godot. We'll cover steps you should take and provide a code example for better understanding.
Step 1: Declaring File Extensions
The first step in including your custom files is to make sure you declare the desired file extensions in Godot:
Navigate to the Export dialog in Godot.
Go to the Resources tab.
Add the extensions you want to include, such as .txt and .onnx. This tells Godot to consider these files when packaging your application.
Step 2: Load Files With Godot’s File Functionality
Once you've declared your file types, use Godot's built-in File functionality to access them programmatically. Here’s a simple code snippet to demonstrate how you can read the contents of a file within your game:
[[See Video to Reveal this Text or Code Snippet]]
Explanation of the Code:
Create a File Instance: You first create a new instance of the File class.
Open the File: Use Open() with the path to your file and the mode you want (in this case, Read).
Read the Contents: GetBuffer() is then used to read the entire contents of the file.
Close the File: Finally, don't forget to call Close() to ensure proper resource management.
What to Do If You Face Issues
If you find that using the res://[filename.extension] path does not yield results, it’s essential to double-check the following:
Ensure that the files are correctly added in the Export settings.
Verify the file paths you are using in your code.
Check if there are any logs that indicate missing file errors or issues with your paths.
Additional Considerations
AndroidManifest or Gradle Files: In most cases, you won't need to alter these files for simply including custom assets. However, if you're planning to add specific dependencies or permissions, that's where you may need to invest some time adjusting them.
File Types: Certain file types may require you to consider additional handling, especially if they include binary data or special formats.
Conclusion
Including external files in your Godot project exported to Android can initially seem like a daunting task, but by following the guidelines laid out in this post, you can easily manage the inclusion of essential resources like .onnx files. Utilize Godot’s File functionality, ensure all file paths are correct, and enjoy the fruits of your labor as your game comes to life on mobile.
If you encounter any further issues, don’t hesitate to seek help from the community or refer back to the documentation. Happy coding with Godot and C-!
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