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Faless avatar Faless commented on June 12, 2024 1

It seems the problem is related to custom build use (in order to implement Admob).

Thanks for reporting back.
The issue seems fixed via godotengine/godot#49912, which will be available in future Godot releases (including 3.3.3 and 3.4s). Closing as fixed.

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Nachocss avatar Nachocss commented on June 12, 2024 1

For the record, build is working correctly on Godot 3.4.beta1 without further change than Godot version

Thank you @Faless Really appreciated.

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Faless avatar Faless commented on June 12, 2024

Hi, I was trying to figure out why my implementation of the plugin didn't work at all

This seems pretty generic. Can you expand on this? Did you get a crash? Did you get an error? Do you have godot-related errors in adb logcat?

do I need to set some permission on the export settings to get it working properly?

Well, definitely android.permission.INTERNET, probably android.permission.ACCESS_NETWORK_STATE.

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Nachocss avatar Nachocss commented on June 12, 2024

This seems pretty generic. Can you expand on this? Did you get a crash? Did you get an error? Do you have godot-related errors in adb logcat?

All right, I'm checking logcat and it seems to throw an error with the following message:
**ERROR**: Default GDNative WebRTC implementation not defined.

However, GDNative plugins are enabled and webrtc.tres and webrtc_debug.tres are pointing to the correct directories.
image

Well, definitely android.permission.INTERNET, probably android.permission.ACCESS_NETWORK_STATE.

android.permission.INTERNET was enabled when I opened the issue. After enabling android.permission.ACCESS_NETWORK_STATE I got the same result.

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Faless avatar Faless commented on June 12, 2024

Are you using the latest version of the plugin? What is your device OS and model?

**ERROR**: Default GDNative WebRTC implementation not defined.

You should be getting some other godot **ERROR**s before this, can you post those too?

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Nachocss avatar Nachocss commented on June 12, 2024

I'm using 0.5 version on Godot v3.3.2-stable win64.

Android version: 10
API level: 29
Device model: Redmi Note 8

You should be getting some other godot **ERROR**s before this, can you post those too?

You are right, it's throwing

07-26 12:22:22.567 27134 27333 E godot   : **ERROR**: Can't open dynamic library: libwebrtc_native.android.release.arm64v8.so, error: dlopen failed: library "libwebrtc_native.android.release.arm64v8.so" not found.

07-26 12:22:22.567 27134 27333 E godot   :    At: platform/android/os_android.cpp:228:open_dynamic_library() - Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN

Do I need to place the library elsewhere than res://webrtc/lib/ or could it be related to read permissions?

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Faless avatar Faless commented on June 12, 2024

Do I need to place the library elsewhere than res://webrtc/lib/

No, the plugin zip must be extracted in the root folder of the project. As mentioned in the documentation.

or could it be related to read permissions?

I doubt it given the error.


If you export and open the generate APK do you get the library in the right place?

android

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Nachocss avatar Nachocss commented on June 12, 2024

No it doesn't
image

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Nachocss avatar Nachocss commented on June 12, 2024

It seems the problem is related to custom build use (in order to implement Admob).
By disabling custom builds, it includes the library where it should be
image

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