Distributing Lumberyard Apps
* Lumberyard and Android SDK installed on Windows 10
Step 1 - Download Android SDK Components
Use Android's SDK Manager to download following components:
- Google Play APK Expansion Library
- Google Play Licensing Library
- Android SDK Platform-Tools
- Android SDK Tools
Step 2 - Download and Setup Lumberyard Components
Run Lumberyard's Setup Assistant.
If you haven't installed Lumberyard core, click Custom Install and verify that the engine root path is correct.
On the Getting Started page, enable the following items.
- Compile the game code
- Compile the engine and asset pipeline
- Compile the Lumberyard Editor and tools
- Compile for Android devices
On the Required Software section, install and configure paths for the following items.
- Android Native Development (NDK)
- Android Software Development Kit (SDK) Tools
- Java SE Development Kit (JDK) - Make sure you use the official Java SE 8 from Oracle or Java SE 8 OpenJDK reference implementation. Other JDK releases won't work and you will have WAF errors during clean builds.
Step 3 - Enable OpenGL ES 3.X for Lumberyard
Close the editor and all of its componenets. Then, open lumberyard_version\dev\AssetProcessorPlatformConfig.ini in a text editor to make the following changes.
- Remove the semicolon before
es3=enabledto enable it. Your development platform gets enabled automatically, so you don't have to enable
osx_glunless they are required by your custom build schemes.
[Platforms] ;pc=enabled es3=enabled ;ios=enabled ;osx_gl=enabled
Step 4 - Generate Android Studio Project
Run Project Configurator to activate your current project.
Using a command line app, navigate to lumberyard_version\dev folder.
lmbr_waf.bat configureto generate your Android Studio project if you haven't already.
Step 5 - Generate Shaders for Release
Build, deploy, and run your app on an Android device by using Lumberyard Editor's Deployment Tool Plugin. Run remote shader compiler if it doesn't launch automatically.
In your app, explore every area in every level to ensure that all shader permutations required for the app are generated.
Once you complete exploring all included levels, close the app.
Embed the shader PAK files into your app or put them in a remotely accessible location where your app can access later. PAK files are located in lumberyard_version\dev\Build\es3\game_project_name folder. For more details, please refer to this.
Step 6 - Build
Using a command line app or terminal, navigate to lumberyard_version\dev folder.
Determine your build's target CPU architecture. (i.e armv8)
Determine your build's type. (i.e profile, debug, release)
Run the following command to build your APK. Make sure the CPU arch and build type is set correctly in the following command.
REM : replace 'armv8' and release 'words' if necessary. lmbr_waf.bat -p all build_android_armv8_clang_release --package-projects-automatically=True
Step 7 - Upload to TestFairy
Once your APK is built, you can choose your favourite upload method to finalize distribution. Make sure the correct CPU architecture is set for the project binaries path.
To upload with curl, run the following command in lumberyard_version\dev\BinAndroidCPU_ARCHClang folder. Make sure your APK file name is set correctly.
curl https://upload.testfairy.com/api/upload -F api_key='your_api_key' -F file=@ProjectName.apk
Optionally, you can download and use TestFairy command line uploader if you don't have curl installed.
Last updated on 2020-01-06