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Multiple item Settings are not available on Android #76637

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Booklight12 opened this issue May 1, 2023 · 7 comments
Open

Multiple item Settings are not available on Android #76637

Booklight12 opened this issue May 1, 2023 · 7 comments

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@Booklight12
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Godot version

4.x

System information

Android

Issue description

The bug covers a wide range of issues, including the fact that you can't adjust debug window mode or size on Android, both of which are disabled, Forward+ rendering won't work, TAA, version control and volume fog won't work. In that case, why not just move it out like Android Export? Also, I don't know how many debugging Settings are useless on Android (and there are a lot of them) and they need a lot of testing to make sure they work on Android.

Steps to reproduce

null

Minimal reproduction project

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@Calinou
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Calinou commented May 1, 2023

including the fact that you can't adjust debug window mode or size on Android,

While floating windows exist, mobile OSes do not have a concept of window mode or size that applications can adjust themselves. Window mode and size is entirely left to the user running the application.

Forward+ rendering won't work, TAA, version control and volume fog won't work.

These are expected not to work on mobile, since TAA and volumetric fog aren't implemented in the Forward Mobile rendering method (and won't be due to performance requirements of these techniques).

These settings are not hidden entirely because you may want to enable them while on Android, commit your project to version control then have TAA/volumetric fog enabled on desktop. See #66465.

Also, I don't know how many debugging Settings are useless on Android (and there are a lot of them) and they need a lot of testing to make sure they work on Android.

I doubt the remote deployment and remote filesystem features work, so these settings could probably be hidden on Android.

@Zireael07
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These settings are not hidden entirely because you may want to enable them while on Android, commit your project to version control then have TAA/volumetric fog enabled on desktop.

I think another solution is needed for this case... because having settings that are expected to NOT work is a... weird thing to say the least

@Booklight12
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That's true... The recent update of godot makes me feel a little confused. Some desired functions have been deleted and some unusable functions have been retained in the Settings list. I wonder what functions will be changed officially for the next version. (I really hope to add the function of mobile terminal export, an engine can not export, can also be called an engine? By the way... It seems that some mobile games support TAA recently, which may have something to do with their underlying optimization.)
IMG_20230503_015410

@Zireael07
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Why close? It hasn't been solved in any way yet

@Booklight12
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Because it seems like I just need to adjust the engine renderer override option on the phone like this, and I can see that the engine is not reporting any errors
Screenshot_2023-05-06-23-08-35-227_org godotengine editor v4
Screenshot_2023-05-06-23-08-31-216_org godotengine editor v4
Screenshot_2023-05-06-23-08-03-523_org godotengine editor v4
Screenshot_2023-05-06-23-07-19-262_org godotengine editor v4

@Booklight12
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Maybe I should open it again? What do you think?

@Booklight12 Booklight12 reopened this May 6, 2023
@Zireael07
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The fact that you found a workaround for your specific problem doesn't change the fact that having settings display but be expected not to work is downright weird.

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