Best way to handle androidx dependency?

tx350ztx350z Posts: 10Member
edited April 8 in Exporting

I encountered a problem with Android export build with a plugin that requires using androidx.

The plug-in author's solution is to add a couple lines to android/build/ This change solved the build error. However, I am concerned about editing a generated file that could be quietly overwritten.

I did some digging and it looks like the move towards Androidx has been in the works for more than 2 years. I've searched for any reference to Godot and androidx and found nothing.

What is the best way to handle the androidx dependency going forward? Is there a better way to handle the dependency now?

Many thanks in advance.

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  • tx350ztx350z Posts: 10Member

    Sorry, this should have been posted as a question. I had tried several times yesterday and had gotten script errors during save. Just forgot to change the post type this morning when I posting again.

  • MegalomaniakMegalomaniak Posts: 2,654Admin

    Changed topic type to a question.

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