一、环境配置(精确版本)
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核心工具链:
- Godot 引擎:4.3.6(需基于 OpenHarmony 分支适配)
- DevEco Studio:5.0.0.900
- HarmonyOS SDK:API Version 11(对应 HarmonyOS 5.0.0 Release)
- 鸿蒙 NDK:r26c(Native API 兼容层)
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依赖组件:
- Vulkan SDK 1.3.250.1(需与鸿蒙图形子系统兼容)
- CMake 3.22.1+(编译工具链)
二、Godot 源码编译(鸿蒙适配版)
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源码获取:
git clone https://gitee.com/openharmony-sig/godot-engine -b harmonyos-4.3 -
NDK 工具链配置(修改
platform/harmonyos/SCsub):env.Append( CCFLAGS='-I{鸿蒙NDK路径}/native/usr/include', LINKFLAGS='-L{鸿蒙NDK路径}/native/usr/lib' ) -
编译命令:
scons target=template_release platform=harmonyos use_vulkan=yes
三、DevEco Studio 项目集成
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项目结构配置(
build-profile.json5):"buildOption": { "externalNativeOptions": { "path": "src/main/cpp/CMakeLists.txt", "arguments": "-DOHOS_ARCH=arm64-v8a" } } -
CMake 关键配置(
CMakeLists.txt):set(OHOS_NDK "/opt/harmonyos-ndk") set(CMAKE_TOOLCHAIN_FILE ${OHOS_NDK}/build/cmake/ohos.toolchain.cmake) add_library(godot SHARED IMPORTED) set_target_properties(godot PROPERTIES IMPORTED_LOCATION ${CMAKE_SOURCE_DIR}/libs/arm64-v8a/libgodot.so)
四、Native API 桥接层
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ArkTS 调用 C++ 接口示例(
napi_init.cpp):#include <napi/native_api.h> napi_value Init(napi_env env, napi_value exports) { napi_property_descriptor desc[] = { {"godotInit", nullptr, GodotInit, nullptr, nullptr, nullptr, napi_default, nullptr} }; napi_define_properties(env, exports, 1, desc); return exports; } -
鸿蒙权限声明(
module.json5):"abilities": [{ "name": "EntryAbility", "srcEntry": "./ets/entryability/EntryAbility.ets", "permissions": ["ohos.permission.GRAPHICS_ACCESS"] }]
五、调试配置
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真机调试配置:
- 开启开发者模式(设置 > 关于手机 > 多次点击版本号)
- 执行
adb shell setprop debug.godot.enable 1启用调试端口
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断点调试(
launch.json):{ "configurations": [{ "name": "Attach to Godot", "type": "cppdbg", "request": "attach", "program": "/data/app/game/lib/arm64/libgodot.so", "processId": "${command:pickProcess}" }] }
六、常见问题处理
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Vulkan 兼容性报错:需在
config.json声明图形能力:"deviceConfig": { "graphics": { "apiLevel": "vulkan@1.3" } } -
NDK 符号缺失:在
CMakeLists.txt添加:target_link_libraries(godot PUBLIC libnative_window.so libgraphic_utils.so)
最佳实践
- 优先使用 Vulkan 渲染后端(鸿蒙图形子系统优化深度整合)
- 复杂场景建议开启多线程渲染(需配置
rendering/threads/worker_pool_size=4)