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.NET Android export should validate that the TargetFramework is net7.0
, and that only supported architectures are selected (i.e. x64
or arm64-v8a
)
#82013
Comments
As described in the release blog post, you should target .NET 7.0 for Android: https://godotengine.org/article/dev-snapshot-godot-4-2-dev-5/#downloads |
Well UX wise, I guess we should refuse to export if the TargetFramework is not |
net7.0
|
net7.0
net7.0
Yes, you can change the
Only the current experimental Android support requires targeting .NET 7.0. We considered changing the project creation to default to .NET 7.0, but it can break in some scenarios (see #72333).
The current experimental Android support only supports architectures |
Alright, yeah removing The deploy build button doesn't work, but that's a different issue. -- The .apk builds, and I can deploy it via command line; so I think your original asssement is correct. Though I would recommend two warnings in this case:
|
net7.0
net7.0
, and that only supported architectures are selected (i.e. x64
or arm64-v8a
)
Godot version
v4.2-dev5_mono_win64 (and 4.2-dev4_mono_win64)
System information
Godot v4.2.dev5.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 with Max-Q Design (NVIDIA; 31.0.15.3161) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
Issue description
Android export fails because of a non-existent NuGet package that can't be restored:

Manually trying to add this package to my project reports that the closest version available is 7.0.0, and that the platform is incompatible with the generated csproj file.
running
dotnet --list-sdks
reports that I have both 6.0 and 7.0 installed:Steps to reproduce
Minimal reproduction project
N/A
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