android-build-test
Build and test ezEngine on Android devices. Use this skill when building APKs, deploying to Android devices, running tests on Android, debugging Android test failures, or setting up the Android development environment for ezEngine.
- License 许可
- MIT
- 最近更新
- 2026-11-13
- Stars
- ★ 2.0k
- Forks
- 268
01 前言 Front Matter
- name
- android-build-test
- description
- Build and test ezEngine on Android devices. Use this skill when building APKs, deploying to Android devices, running tests on Android, debugging Android test failures, or setting up the Android development environment for ezEngine.
02 资源文件 5
- 参考文档references/depends-chains.md722 B
- 参考文档references/project-slug-verification.md1.5 KB
- 参考文档references/quick-reference.md3.2 KB
- 脚本scripts/tests/test-dup-check-exact-project.sh6.5 KB
- 脚本scripts/tests/test-uuid-capture.sh3.7 KB
03 SKILL.md 正文
Building and Testing ezEngine on Android
This skill covers the full Android workflow: environment setup, CMake configuration, building APKs, deploying to devices, and running tests.
Prerequisites
Installing Android SDK/NDK Dependencies
Run the dependency installer once to download the Android SDK, NDK, build-tools, and JDK into Workspace/shared/android/, unless the folder already exists:
pwsh ./Utilities/Android/InstallAndroidDependencies.ps1 -acceptLicence
This downloads and configures:
- Android SDK command-line tools
- Android NDK 26.1.10909125
- Android build-tools 34.0.0
- JDK 17
- Android platform API 29
Setting Environment Variables
Before running any Android commands in the terminal, source the environment setup script:
Bash:
source Utilities/Android/SetupAndroidEnvVars.sh
PowerShell:
. ./Utilities/Android/SetupAndroidEnvVars.ps1
This exports ANDROID_HOME, ANDROID_NDK_HOME, JAVA_HOME and adds platform-tools (adb) to PATH.
The CMake presets also set these variables internally, so they are only needed for manual adb/device interaction.
CMake Presets
All Android presets inherit from the hidden android-base preset which configures the NDK toolchain, Ninja generator, and Vulkan support.
| Preset | ABI | Build Type |
|---|---|---|
android-arm64-debug |
arm64-v8a | Debug |
android-arm64-dev |
arm64-v8a | Dev |
android-arm64-shipping |
arm64-v8a | Shipping |
android-x64-debug |
x86_64 | Debug |
android-x64-dev |
x86_64 | Dev |
android-x64-shipping |
x86_64 | Shipping |
Use arm64 presets for physical devices and x64 presets for x86_64 emulators.
Building
Shader Compilation
Before building on Android, make sure to compile the Vulkan shaders on the host OS. Build the ShaderCompiler first (Linux or Windows build target), then run:
pwsh ./Utilities/Android/CompileShaders.ps1 -BinariesDir ./Output/Bin/LinuxNinjaGccDebug64
This compiles shaders for Data/Base, Data/UnitTests, and Data/Samples/ShaderExplorer. You need a working Linux build of ShaderCompiler before compiling shaders.
Configure and Build Everything
cmake --preset android-arm64-debug
cmake --build Workspace/android-arm64-debug
Build a Specific Target
cmake --build Workspace/android-arm64-debug --target FoundationTest
Build outputs (APKs and shared libraries) go to: Output/Bin/AndroidNinjaClangDebugArm64/
The output directory name follows the pattern AndroidNinjaClang<BuildType>Arm64 (or X64 for x86_64).
| Preset | Output Directory |
|---|---|
android-arm64-debug |
Output/Bin/AndroidNinjaClangDebugArm64/ |
android-arm64-dev |
Output/Bin/AndroidNinjaClangDevArm64/ |
android-x64-debug |
Output/Bin/AndroidNinjaClangDebugX64/ |
Available Test Targets
FoundationTest— Foundation library tests (math, strings, containers, IO, threading, etc.)CoreTest— Core library tests (resource system, world, etc.)RendererTest— Renderer tests (requires Vulkan on device)ToolsFoundationTest— Tools foundation tests
Each target produces an APK at Output/Bin/<OutputDir>/<TargetName>.apk.
Connecting to a Device
Physical Device via ADB over TCP/IP
If no device is present, you can connect a physical device over TCP/IP using ADB:
source Utilities/Android/SetupAndroidEnvVars.sh
adb connect <device-ip>:5555
adb -s <device-ip>:5555 wait-for-device
Verify Connection
Get the name and port of the connected device using:
adb devices
Wake and Unlock the Device
Before launching a test, wake the device and dismiss the keyguard so the native activity can create its window and receive APP_CMD_INIT_WINDOW:
source Utilities/Android/SetupAndroidEnvVars.sh
# Stop a test process left behind by an earlier timeout, if necessary.
adb -s <adb-device-name> shell am force-stop com.ezengine.RendererTest
adb -s <adb-device-name> shell input keyevent KEYCODE_WAKEUP
Verify that the device is awake before starting the test:
adb -s <adb-device-name> shell dumpsys power | grep 'mWakefulness='
The expected output contains mWakefulness=Awake.
Running Tests on Device
Using AndroidTest.ps1
The Utilities/Android/AndroidTest.ps1 script handles the full test lifecycle: install APK, launch activity, capture logcat, detect pass/fail, download artifacts.
pwsh ./Utilities/Android/AndroidTest.ps1 \
-deviceAdb <adb-device-name> \
-packageName com.ezengine.FoundationTest \
-activityName android.app.NativeActivity \
-outputFolder ./Output \
-apk ./Output/Bin/AndroidNinjaClangDebugArm64/FoundationTest.apk
Passing Command-Line Arguments
Use -arguments to pass the same flags you would use on desktop (e.g., -noGui, -filter):
pwsh ./Utilities/Android/AndroidTest.ps1 \
-deviceAdb <adb-device-name> \
-packageName com.ezengine.FoundationTest \
-activityName android.app.NativeActivity \
-outputFolder ./Output \
-apk ./Output/Bin/AndroidNinjaClangDebugArm64/FoundationTest.apk \
-arguments "-noGui -filter Frustum"
Without -filter all tests run. -filter is not a regex, it does a case insensitive contains check against both test and sub-test names, with * and ? available as shell style wildcards for a full match pattern.
The arguments are delivered to the native code via an Android Intent string extra (args), retrieved via JNI in AndroidTestApplication.cpp, parsed into argc/argv, and forwarded to InitTestFramework.
AndroidTest.ps1 Parameters
| Parameter | Required | Description |
|---|---|---|
-deviceAdb |
Yes | Device address for adb (e.g., 192.168.178.77:5555) |
-packageName |
Yes | Android package name (e.g., com.ezengine.FoundationTest) |
-activityName |
Yes | Activity class name (always android.app.NativeActivity) |
-outputFolder |
Yes | Local directory for logcat output and test artifacts |
-apk |
No | Path to APK to install before running |
-arguments |
No | Command-line arguments to pass to the test framework |
-MessageBoxOnError |
No | Show error dialog on Windows (switch) |
Test Package Names
| Test | Package Name |
|---|---|
| FoundationTest | com.ezengine.FoundationTest |
| CoreTest | com.ezengine.CoreTest |
| RendererTest | com.ezengine.RendererTest |
| ToolsFoundationTest | com.ezengine.ToolsFoundationTest |
Manual Testing via ADB
If you need to launch a test manually without the script:
source Utilities/Android/SetupAndroidEnvVars.sh
# Install
adb -s <adb-device-name> install -r -t Output/Bin/AndroidNinjaClangDebugArm64/FoundationTest.apk
# Launch without arguments
adb -s <adb-device-name> shell am start -n com.ezengine.FoundationTest/android.app.NativeActivity
# Launch with arguments (note the quoting)
adb -s <adb-device-name> shell "am start -n com.ezengine.FoundationTest/android.app.NativeActivity --es args '-noGui -filter Frustum'"
# Watch logcat
adb -s <adb-device-name> logcat -s ezEngine
Important: When passing arguments containing dashes via adb shell am start --es, you must wrap the entire am start command in double quotes and the argument value in single quotes. Otherwise, am will misinterpret the dashes as its own flags.
Put the Device Back to Sleep
After all test runs and artifact downloads have completed, turn off the display:
adb -s <adb-device-name> shell input keyevent KEYCODE_SLEEP
Verify that the device returned to sleep:
adb -s <adb-device-name> shell dumpsys power | grep 'mWakefulness='
The expected output contains mWakefulness=Asleep.
Debugging
Reading Logcat
All ezEngine log output uses the tag ezEngine:
# Live logcat filtered to ezEngine
adb -s <device>:5555 logcat -s ezEngine
# Dump existing logcat
adb -s <device>:5555 logcat -d -s ezEngine
# Clear logcat before a test run
adb -s <device>:5555 logcat --clear
LLDB Remote Debugging
Use the provided debug script:
pwsh ./Utilities/Android/DbgAndroidLldb.ps1
Common Issues
Test runs all tests despite -filter: The arguments must survive multiple quoting layers (PowerShell → adb → Android shell → am). When using AndroidTest.ps1, pass arguments as a single string: -arguments "-filter Frustum". When using adb directly, wrap the whole am start command: adb shell "am start ... --es args '-filter Frustum'".
APK install fails: Ensure the device is connected (adb devices), USB debugging is enabled, and the device allows unknown sources. The script retries up to 6 times.
Activity crashes immediately: Check logcat for the full stack trace. Common causes include missing Vulkan drivers (for RendererTest) or missing shader cache files.
Test times out without any ezEngine log output: Check the device power state with adb shell dumpsys power. If the display is asleep, the native activity can remain stopped without receiving APP_CMD_INIT_WINDOW, so the engine and test framework never start. Wake and unlock the device before retrying.
Build fails with NDK not found: Ensure dependencies are installed (InstallAndroidDependencies.ps1) and environment variables are set. The CMake presets expect the NDK at Workspace/shared/android/ndk/26.1.10909125.
CI Pipeline Reference
The CI pipeline in Code/BuildSystem/AzurePipelines/Android-arm64.yml performs the following steps:
- Configure and build
linux-clang-dev(host tools only, specificallyShaderCompiler) - Compile Vulkan shaders using the host ShaderCompiler
- Install Android dependencies
- Configure and build
android-arm64-dev - Connect to the physical test device
- Run FoundationTest, CoreTest, RendererTest, ToolsFoundationTest sequentially
- Disconnect from device and publish test artifacts
Key Source Files
Utilities/Android/AndroidTest.ps1— Test runner script (install, launch, logcat, pass/fail detection)Utilities/Android/AndroidUtils.ps1— Shared utilities (adb wrappers, retry logic, file copy)Utilities/Android/InstallAndroidDependencies.ps1— SDK/NDK/JDK dependency installerUtilities/Android/CompileShaders.ps1— Vulkan shader compiler wrapperUtilities/Android/SetupAndroidEnvVars.sh— Bash environment variable setupUtilities/Android/SetupAndroidEnvVars.ps1— PowerShell environment variable setupUtilities/Android/BuildApk.ps1— APK packaging script (called by CMake)Code/UnitTests/TestFramework/Platform/Android/AndroidTestApplication.cpp— Native activity lifecycle and Intent argument retrievalCode/UnitTests/TestFramework/Platform/Android/TestFrameworkEntryPoint_Platform.h— Android test entry point macroCode/Engine/Foundation/Platform/Android/Utils/AndroidJni.h— JNI wrapper classes (ezJniAttachment, ezJniObject, ezJniString)CMakePresets.json— Android CMake preset definitions
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Drive a running ezEditor or ezPlayer/game from an agent over MCP - launch one with a port, then call tools to inspect and change a live project. Use for ezEngine tasks that need the running app rather than files on disk. Triggers - ezEditor, ezPlayer, ezEditorProcessor, MCP server, editor-mcpport, mcpport, transform asset, asset dependencies, asset browser, open document, edit scene, build a scene, game object, component, prefab, property grid, selection, reflected types, RTTI, CVar, editor action, play the game, screenshot, inject input, press key, step frames, export project, create project, build the C++ plugin.
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Read and edit ezEngine documents on disk - scenes (.ezScene), prefabs (.ezPrefab) and assets (.ez*Asset) are OpenDDL text. Use Utilities/Scripts/ezddl.py to convert GUIDs ('{ xxxxxxxx-... }' <-> 'u4{low,high}') and hex floats (0x0000803F), resolve asset GUIDs to paths, find which documents use an asset, print a scene hierarchy, add game objects and components, set properties, validate a document, and make the editor re-transform a hand-edited asset. Triggers - ezScene, ezPrefab, ezMaterialAsset, ezTextureAsset, DDL, OpenDDL, asset GUID, Uuid u4, asset reference, hex float, edit scene file, add object to scene, which asset is this GUID, who references this asset, HeaderV2, Types section, type version.