godotengine / godotengine/godot
Creating Android additional pack files (DLC) always includes .NET runtime when using Mono version
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
-Reproducible in Godot 4.2.2 stable [15073afe3], Godot 4.3RC3 [03afb92ef]
### System information
Godot v4.3.rc3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti Laptop GPU (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i9-12950HX (24 Threads)
### Issue description
When using C#, any pack file created for the android platform gets mono included (increasing the size by ~80MB) even if it's just exporting a resource like a texture.
### Steps to reproduce
Probably can do this in any project, but I used KennyNL's open source project (https://github.com/KenneyNL/Starter-Kit-3D-Platformer) as a test bed. Simply export a pack file with the texture "colormap.png" and notice mono gets included. Then create a pack file for the Windows platform and notice it does not include mono and is significantly smaller.




### Minimal reproduction project (MRP)
https://github.com/KenneyNL/Starter-Kit-3D-Platformer
Contributor guide
Research direction
Use the linked Starter-Kit-3D-Platformer reproduction project and export a pack containing colormap.png for Android and Windows. Compare the pack contents and sizes, then trace the Android export path to determine why Mono is included. Done means a resource-only Android pack no longer includes the Mono runtime unnecessarily and remains valid.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- android, csharp
- Domain
- build-system, game-dev, mobile-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100