Android Game SDK
Unless you need to compile the Game SDK from sources, it's recommended that you use the package with the pre-compiled library. You can download it on https://developer.android.com/games/sdk.
mkdir android-games-sdk cd android-games-sdk repo init -u https://android.googlesource.com/platform/manifest -b android-games-sdk
If the Android SDK is already installed locally, then download only the Game SDK source and build tools (~500Mb).
repo sync -c -j8 gamesdk repo sync -c -j8 external/modp_b64 external/googletest external/nanopb-c external/protobuf repo sync -c -j8 prebuilts/cmake/linux-x86 prebuilts/cmake/windows-x86 prebuilts/cmake/darwin-x86
Point the environment variable
ANDROID_HOME to your local Android SDK (and
ANDROID_NDK, if the ndk isn't in
ANDROID_HOME/ndk-bundle). Use the following gradle tasks to build the Game SDK with or without Tuning Fork:
cd gamesdk # Build Swappy: ./gradlew packageLocalZip -Plibraries=swappy -PpackageName=local # Build Swappy and Tuning Fork: ./gradlew packageLocalZip -Plibraries=swappy,tuningfork -PpackageName=localtf
Download the project along with specific versions of prebuilt Android SDK and NDK (~4GB). First, download the core project and tools:
repo sync -c -j8 gamesdk repo sync -c -j8 external/modp_b64 external/googletest external/nanopb-c external/protobuf repo sync -c -j8 prebuilts/cmake/linux-x86 prebuilts/cmake/windows-x86 prebuilts/cmake/mac-x86
Next, use the download script to get prebuilt SDKs and/or NDKs.
cd gamesdk ./download.sh
Finally, build the Game SDK using downloaded prebuilts.
cd gamesdk # Build and package Swappy in a ZIP file: ANDROID_HOME=`pwd`/../prebuilts/sdk ANDROID_NDK=`pwd`/../prebuilts/ndk/r20 ./gradlew packageLocalZip -Plibraries=swappy -PpackageName=local # Build and package Swappy and Tuning Fork in a ZIP file: ANDROID_HOME=`pwd`/../prebuilts/sdk ANDROID_NDK=`pwd`/../prebuilts/ndk/r20 ./gradlew packageLocalZip -Plibraries=swappy,tuningfork -PpackageName=localtf
Download the whole repository with all available prebuilt Android SDKs and NDKs (~23GB).
repo sync -c -j8
Build static and dynamic libraries for several SDK/NDK pairs.
cd gamesdk ANDROID_HOME=`pwd`/../prebuilts/sdk ./gradlew packageZip -Plibraries=swappy,tuningfork
The command lines presented earlier are a combination of a build or packaging task, and a set of properties.
Build tasks are:
build: build the libraries with prebuilt SDK/NDK.
buildSpecific: build the libraries with a specific prebuilt SDK/NDK/STL.
buildLocal: build the libraries with your locally installed Android SDK and NDK.
buildUnity: build the libraries with the (prebuilt) SDK/NDK for use in Unity.
buildAar: build the libraries with prebuilt SDK/NDK for distribution in a AAR with prefab.
Packaging tasks are:
packageZip: create a zip of the native libraries for distribution.
packageSpecificZip: create a zip with the libraries compiled for the specified SDK/NDK/STL.
packageLocalZip: create a zip with the libraries compiled with your locally installed Android SDK and NDK.
packageUnityZip: create a zip for integration in Unity.
packageMavenZip: create a zip with the native libraries in a AAR file in Prefab format and a pom file. You can also use
packageAarto only get the AAR file.
-Plibraries=swappy,tuningfork: comma-separated list of libraries to build (for packaging/build tasks).
-PpackageName=gamesdk: the name of the package, for packaging tasks. Defaults to “gamesdk”.
-Psdk=14 -Pndk=r16 -Pstl='c++_static': the SDK, NDK and STL to use for
-PbuildType=Release: the build type, “Release” (default) or “Debug”.
-PincludeSampleSources: if specified, build tasks will include in their output the sources of the samples of the libraries that are built.
-PincludeSampleArtifacts: if specified, build tasks will also compile the samples and projects related to the libraries, and include their resulting artifact in the packaged archive.
-PskipSamplesBuild: if specified and
-PincludeSampleArtifactsis specified, this will skip the actual
gradle buildof the samples and projects related to the libraries. Use this when you want to check that the packaging works correctly and don't want to rebuild everything.
Here are some commonly used examples:
# All prebuilt SDKs, with sample sources: ANDROID_HOME=`pwd`/../prebuilts/sdk ./gradlew packageZip -Plibraries=swappy,tuningfork -PpackageName=fullsdk -PincludeSampleSources # All prebuilt SDKs, with sample sources and precompiled samples: ANDROID_HOME=`pwd`/../prebuilts/sdk ./gradlew packageZip -Plibraries=swappy,tuningfork -PpackageName=fullsdk -PincludeSampleSources -PincludeSampleArtifacts # Using a specific prebuilt SDK: ./gradlew packageSpecificZip -Plibraries=swappy -Psdk=14 -Pndk=r16 -Pstl='c++_static' # Swappy or Swappy+TuningFork for Unity: ./gradlew buildUnity --Plibraries=swappy --PpackageName=swappyUnity ./gradlew buildUnity --Plibraries=swappy,tuningfork --PpackageName=unity # Zips to upload AARs to Maven: ./gradlew packageMavenZip -Plibraries=swappy -PpackageName=fullsdk ./gradlew packageMavenZip -Plibraries=tuningfork -PpackageName=fullsdk
./gradlew localUnitTests # Requires a connected ARM64 device to run ./gradlew localDeviceInfoUnitTests # No device required, tests are running on host
Samples are classic Android projects, using CMake to build the native code. They are also all triggering the build of the Game SDK.
cd samples/bouncyball && ./gradlew assemble cd samples/cube && ./gradlew assemble cd samples/tuningfork/insightsdemo && ./gradlew assemble cd samples/tuningfork/experimentsdemo && ./gradlew assemble
The Android SDK/NDK exposed using environment variables (
ANDROID_HOME) will be used for building both the sample project and the Game SDK.
Open projects using Android Studio:
and run them directly (
Shift + F10 on Linux,
Control + R on macOS). The local Android SDK/NDK (configured in Android Studio) will be used for building both the sample project and the Game SDK.
After opening a sample project using Android Studio, uncomment the line containing
add_gamesdk_sources(). This will add the Swappy/Tuning Fork sources as part of the project. You can then inspect the source code (with working auto completions) and run the app in debug mode (with working breakpoints and inspectors).