This guide will cover the following steps:

- Selecting a version and release of Godot.
- Downloading and installing Godot.
- Configuring Godot for Android development.
- Configuring your system for C# development and export (Mono release of Godot only).

## Select a version

Use the latest stable release of Godot when possible. For Android development,
use version 3.3 or higher.
| **Note:** Starting in August 2021, Google Play will require all Android apps to be submitted as Android App Bundles. Versions of Godot lower than 3.3 don't meet this requirement. For more information, see the [Target API Level](https://developer.android.com/distribute/best-practices/develop/target-sdk) page.

## Download and run Godot

Visit the
[Godot download page](https://godotengine.org/download)
to download the game engine for your preferred environment.

Godot offers two releases on its download page: standard and Mono. Either may be
used to develop for Android. The Mono release is required for C# development.

Godot is distributed as a standalone application. It does not require an
installation process; after extracting the download archive, you can run it as-is.

## Configure Android support

### Configure the Android Studio SDK settings

1. If you haven't already done so, [download](https://developer.android.com/studio) and [install](https://developer.android.com/studio/install) the latest stable release of Android Studio.
2. Launch Android Studio.
3. In the Welcome to Android Studio window, open the **Configure** dropdown menu and select **SDK Manager**.
4. At the top of the window, make a note of the **Android SDK Location** on your computer. You will need to specify that location in Godot editor.
5. In the **SDK Platforms** tab, find the list entry for **Android 11.0 R**. Check the item if it is unchecked.
6. In the **SDK Tools** tab, find the list items for **NDK (Side by side)** , **Android SDK Command-line Tools** , and **CMake**. Check them if they are unchecked.
7. If any list items have their status set to **Update Available**, enable their check box to update to the latest version.
8. Click the **OK** button. Confirm the download and accept the license agreements to complete the installation.

### Create a debug keystore

Android apps must be [digitally signed](https://developer.android.com/studio/publish/app-signing#certificates-keystores)
to run on a device. For local testing, a debug keystore file may be used to sign
apps. Android Studio will automatically create a default debug keystore. If you
have previously built apps using a debug configuration with Android Studio, a
`debug.keystore` file should be located in the following directory:

- **Microsoft Windows** : `C:\Users\$username\.android\debug.keystore`
- **Linux/macOS** : `~\.android\debug.keystore`

If the `debug.keystore` file does not exist, create one by performing the
following steps:

1. Launch Android Studio.
2. In the Welcome to Android Studio window, select the **Import an Android Code Sample** option.
3. Select the **Ndk -\> Hello GL2** sample from the list and click the **Next** button.
4. Choose a location for the project and click the **Finish** button.
5. Wait for the project to load and sync with Gradle, then select **Build -\> Make Project** from the Android Studio menu bar.
6. Wait for the build to finish, then verify a `debug.keystore` file was created in the appropriate directory.

### Set the Android SDK and debug keystore location in Godot editor

1. Launch the Godot editor.
2. Create or open a project.
3. Select **Editor -\> Editor Settings...** from the **Editor** menu bar.
4. In the **Editor Settings** window, select the **Export -\> Android** item in the left panel.
5. In the right panel, go to the text box for **Android Sdk Path** and enter the path to the Android SDK.
6. In the text box for **Debug Keystore** enter the path to the `debug.keystore` file.

![Android SDK path setting in Godot editor settings](https://developer.android.com/static/images/games/engines/godot/Install_EditorSettings.png) **Figure 1.** The **Android Sdk Path** field in **Editor Settings**

## Set up Mono

### Install MSBuild

The Mono release of Godot requires MSBuild to build and export projects that use
C#. To install MSBuild:

**Linux and macOS**

- [Download](https://www.mono-project.com/download/stable/) and [install](https://www.mono-project.com/docs/) the latest version of the Mono SDK.

**Microsoft Windows**

- Install [Microsoft Visual Studio](https://visualstudio.microsoft.com/downloads/) or [Microsoft Visual Studio Build Tools](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15). When you run the installer, ensure you have the **.NET Framework 4.5** targeting pack selected for installation.

### Configure a C# editor

Godot has very limited support for editing C# code. Using an external editor for
C# files is strongly recommended. Godot supports the following C# editors:

- Microsoft Visual Studio/Visual Studio for Mac
- Microsoft Visual Studio Code
- JetBrains Rider
- MonoDevelop

To configure an external C# editor, open a project in the Godot editor and
perform the following steps:

1. Select **Editor -\> Editor Settings...** from the editor menu bar.
2. In the **Editor Settings** window, select the **Mono -\> Editor** item in the left panel.
3. Choose the desired editor from the **External Editor** dropdown menu.

![External editor setting in Godot editor settings](https://developer.android.com/static/images/games/engines/godot/Install_MonoEditor.png) **Figure 2:** The **External Editor** field in **Editor Settings**

### C# editor plugins for Godot

- [C# Tools for Godot](https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode): A plugin for Microsoft Visual Studio Code that adds C# debugging support and partial code completion features.
- [JetBrains Rider plugin](https://plugins.jetbrains.com/plugin/13882-godot-support): Adds C# debugging support.