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Exporting for Android

See also

This page describes how to export a Godot project to Android. If you're looking to compile export template binaries from source instead, read Compiling for Android.

Exporting for Android has fewer requirements than compiling Godot for Android. The following steps detail what is needed to set up the Android SDK and the engine.


Projects written in C# using Godot 4 currently cannot be exported to Android. To use C# on Android, use Godot 3 instead.

Install OpenJDK 17

Download and install OpenJDK 17.

Download the Android SDK

Download and install the Android SDK.

  • You can install the Android SDK using Android Studio version 4.1 or later.

    • Run it once to complete the SDK setup using these instructions.

    • Ensure that the required packages are installed as well.

      • Android SDK Platform-Tools version 30.0.5 or later

      • Android SDK Build-Tools version 33.0.2

      • Android SDK Platform 33

      • Android SDK Command-line Tools (latest)

      • CMake version

      • NDK version r23c (23.2.8568313)

  • Alternatively, you can install the Android SDK using the command line tools.

    • Once the command line tools are installed, run the sdkmanager command to complete the setup process:

sdkmanager --sdk_root=<android_sdk_path> "platform-tools" "build-tools;33.0.2" "platforms;android-33" "cmdline-tools;latest" "cmake;" "ndk;23.2.8568313"


If you are using Linux, do not use an Android SDK provided by your distribution's repositories as it will often be outdated.

Create a debug.keystore

Android needs a debug keystore file to install to devices and distribute non-release APKs. If you have used the SDK before and have built projects, ant or eclipse probably generated one for you (in the ~/.android directory on Linux and macOS, in the C:\Users\<user>\.android\ directory on Windows).

If you can't find it or need to generate one, the keytool command from the JDK can be used for this purpose:

keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999 -deststoretype pkcs12

This will create a debug.keystore file in your current directory. You should move it to a memorable location such as %USERPROFILE%\.android\, because you will need its location in a later step. For more information on keytool usage, see this Q&A article.


It is important that the password is the same for the keystore and the key. This is a known Android studio issue that also affects Godot projects.

Setting it up in Godot

Enter the Editor Settings screen. This screen contains the editor settings for the user account in the computer (it's independent of the project).


Scroll down to the section where the Android settings are located:


In that screen, 2 paths need to be set:

  • The Android Sdk Path should be the location where the Android SDK was installed. - For example %LOCALAPPDATA%\Android\Sdk\ on Windows or /Users/$USER/Library/Android/sdk/ on macOS.

  • The debug .keystore file - It can be found in the folder where you put the debug.keystore file you created above.

Once that is configured, everything is ready to export to Android!


If you get an error saying "Could not install to device.", make sure you do not have an application with the same Android package name already installed on the device (but signed with a different key).

If you have an application with the same Android package name but a different signing key already installed on the device, you must remove the application in question from the Android device before exporting to Android again.

Providing launcher icons

Launcher icons are used by Android launcher apps to represent your application to users. Godot only requires high-resolution icons (for xxxhdpi density screens) and will automatically generate lower-resolution variants.

There are two types of icons required by Godot:

  • Main Icon: The "classic" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px.

  • Adaptive Icons: Starting from Android 8 (inclusive), Adaptive Icons were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px.

See also

It's important to adhere to some rules when designing adaptive icons. Google Design has provided a nice article that helps to understand those rules and some of the capabilities of adaptive icons.


The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on xxxhdpi) to avoid being clipped by the launcher.

If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:

  • Main Icon: Provided main icon -> Project icon -> Default Godot main icon.

  • Adaptive Icon Foreground: Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon.

  • Adaptive Icon Background: Provided background icon -> Default Godot background icon.

It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions.

Exporting for Google Play Store

Uploading an APK to Google's Play Store requires you to sign using a non-debug keystore file; such file can be generated like this:

keytool -v