hedgepets

Mobile and web export: compatibility report

Audited 2026-10-08 on Godot 4.7.2.stable (official build). HedgePets stays fully offline: no accounts, networking, analytics, ads, subscriptions or purchases. The Android preset requests no permissions, not even INTERNET.

Status: no Android, iOS or Web build has been produced yet. Every attempt stopped at missing export templates and toolchains on this machine (see “To export”). What has been proven is the exported game itself: the project was packed with the real export filters (--export-pack, the same content an APK, IPA or web build carries) and run from that pack alone, outside the project folder. It started, built the garden, and an arrival used species.json and the plant variants, with no errors.

What the project is

   
Engine Godot 4.7.2, GDScript only (no C#, no GDExtension, no native plugins)
Renderer gl_compatibility on desktop and mobile (rendering_method.mobile), i.e. OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2
Graphics API on device OpenGL ES 3.0 (Android, iOS via ANGLE/Metal in Godot’s iOS template), WebGL 2 (web)
Shaders 9 .gdshader + 2 .gdshaderinc (below)
Textures 38 PNG sprite sheets imported lossless (compress/mode=0, no mipmaps); read at runtime as images
Orientation portrait (display/window/handheld/orientation=1), 1080 x 1920 base, stretch/mode=canvas_items, aspect keep
Input mouse, keyboard, touch (one finger: top half turns, bottom half pans, tap / grab / arrange; two fingers: pan + pinch zoom)
Saves user://garden.json (Godot’s per-platform app data folder)
Runtime dependencies none. Python (tools/*.py) only generates assets offline; nothing runs Python at runtime

1. Already compatible

2. Requires configuration (done in this pass unless noted)

3. Required code or shader changes

Done in this pass. The desktop game behaves the same; every existing check still passes.

4. Requires physical-device testing

To export (this machine)

None of these are installed yet:

  1. Export templates, all platforms. Download Godot_v4.7.2-stable_export_templates.tpz from the official Godot release page and install it.
    • Editor: Editor > Manage Export Templates > Install from File.
    • Or by hand: unzip it and move its templates/ contents to ~/.local/share/godot/export_templates/4.7.2.stable/.
    • That’s a user-level folder, about 1 GB, and the download needs network access.
  2. Android:
    • A JDK 17. It’s a system package, so it needs sudo: sudo apt install openjdk-17-jdk-headless.
    • The Android SDK command-line tools, with platform-tools, build-tools and a platforms;android-NN matching the Godot 4.7 docs.
    • Point the editor settings export/android/java_sdk_path and export/android/android_sdk_path at them. The SDK path currently set, ~/Android/Sdk, doesn’t exist.
    • A debug keystore at ~/.local/share/godot/keystores/debug.keystore. Android’s documented debug convention is password android, alias androiddebugkey; release signing is yours to create: keytool -genkeypair -v -keystore ~/.local/share/godot/keystores/debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -validity 9999 -dname "CN=Android Debug,O=Android,C=US"
  3. iOS: an Apple Developer Team ID in the iOS preset. Then export the Xcode project here and build and sign on a Mac with Xcode.
  4. Then:

    godot --headless --path . --script tools/bake_cache.gd        # always first
    godot --headless --path . --export-debug "Web" build/web/index.html
    godot --headless --path . --export-debug "Android" build/android/HedgePets.apk
    godot --headless --path . --export-debug "iOS" build/ios/HedgePets.ipa
    

Checks that need no templates

godot --headless --path . --export-pack "Web" build/packtest/hedgepets.pck   # the exported content
cd /tmp && godot --main-pack ~/Projects/hedgepets/build/packtest/hedgepets.pck   # run the game from it
godot --headless --path . --script tools/boot_time.gd                         # startup, part by part