Quick answer: Install matching export templates via Editor > Manage Export Templates > Download and Install. Configure Android SDK path, JDK 17 path, and debug keystore in Editor Settings > Export > Android. Templates must match your editor version exactly.
Here is how to fix Godot export template missing for Android. You finish your 2D platformer. You click Project > Export, add Android preset, click Export Project — and get “Export templates for this platform are missing” or “keystore not found” or a long chain of Java errors. Godot’s Android pipeline is surprisingly fragile about version matching and toolchain paths.
The Symptom
Android export from Godot 4 fails with one of:
Export templates for this platform are missing: androidAndroid build failed: keystore not foundSDK path is invalidGradle build failed with various Java errors- Export appears to succeed but APK does not install on device
What Causes This
Templates not installed or version mismatch. Godot’s export templates are a separate download from the editor. Templates must match the editor version exactly. Running Godot 4.3.2-stable with 4.3.1 templates fails.
Android SDK not configured. Godot needs a path to the Android SDK (ANDROID_HOME). Without it, builds cannot compile resources or sign APKs. Editor Settings > Export > Android > Android SDK Path must point to your SDK install.
JDK missing or wrong version. Android builds require JDK 17 as of recent Godot versions. JDK 8 or 11 produces “unsupported class file version” errors. macOS and Linux often have multiple JDKs installed; the wrong one takes priority.
Debug keystore missing. Debug builds require a keystore. Godot can generate one automatically if you supply a path but it does not exist. Release builds require your own keystore created with keytool.
Gradle build tools version. The Android Gradle plugin version embedded in Godot templates must be compatible with your installed Gradle/JDK. Mismatches produce Gradle-specific errors that look nothing like “template missing.”
The Fix
Step 1: Install matching export templates. Editor > Manage Export Templates > Download and Install. The version shown should match your editor (top of the window). If different, download the matching version.
Alternative: manually download Godot_v4.X.Y-stable_export_templates.tpz from godotengine.org, then install via the same dialog’s “Install from File.”
Step 2: Install JDK 17 and Android SDK. Install Temurin JDK 17 (most compatible) or Oracle JDK 17. Set JAVA_HOME environment variable. Install Android SDK via Android Studio or command-line tools. Components needed:
- Android SDK Platform 33+ (or whatever API Godot targets)
- Android SDK Build-Tools
- Android SDK Platform-Tools (adb)
- Android SDK Command-Line Tools
Step 3: Configure Godot paths. Open Editor > Editor Settings > Export > Android:
- Android SDK Path: path to your SDK root (e.g.
~/Android/Sdk) - JDK Path: path to JDK 17 root (e.g.
/usr/lib/jvm/temurin-17-jdk) - Debug Keystore: path to debug.keystore (see step 4)
- Debug Keystore User:
androiddebugkey - Debug Keystore Password:
android
Step 4: Generate a debug keystore. If Editor Settings says the debug keystore is missing, create one:
keytool -genkey -v -keystore debug.keystore \
-storepass android -alias androiddebugkey -keypass android \
-keyalg RSA -keysize 2048 -validity 10000 \
-dname "CN=Android Debug,O=Android,C=US"
Save to a known location and point the Editor Settings to it. This is a debug-only keystore; never ship a build signed with it.
Release Keystore
For Google Play submission, generate a release keystore:
keytool -genkey -v -keystore release.keystore \
-alias mygame -keyalg RSA -keysize 2048 -validity 25000
Set a strong password. Back up this file safely — losing it means you cannot update your Play Store listing. In the Export preset for Android, set Release Keystore and password fields.
Verify Build Environment
Godot 4.2+ has a built-in diagnostic: Project > Export > Android preset > Click “Test Build” button. This runs a minimal test build that reports missing components. Faster than full export for diagnosing setup issues.
Manually check:
java -version # should report 17
echo $JAVA_HOME # should point to JDK 17
echo $ANDROID_HOME # should point to SDK root
adb version # should be >= 34
Custom Gradle Build
For plugins or custom builds, enable “Use Gradle Build” in the Android export preset. This requires:
- Install gradle build template (Project > Install Android Build Template)
- Creates
android/buildfolder in project - Export uses gradle from within this folder instead of embedded templates
Custom gradle builds are more flexible but more fragile. Only enable when you need plugins that require it.
“Android export is not Godot being difficult — it is Android being Android. Follow the path configuration carefully and it just works.”
Related Issues
For HTML5 export issues, see HTML5 Browser Games Setup. For mobile crash reporting after export, Crash Reporting for iOS and Android covers post-export monitoring.
Templates match editor version exactly. JDK 17. SDK path. Debug keystore. Four things, all required.