I interpreted your comment "Godot mobile app work" to mean you worked on porting Godot itself to mobile, which I then checked and found that it did actually happen https://godotengine.org/article/gabe-stable-release/
If Godot for Android is unrelated to you then I misread. But I still find it hilarious conceptually, unrelated to you, that Godot is spending resources on porting itself to phones while it has so many serious outstanding issues. As though game devs are going to be coding on their phones in any meaningful way.
An important compilation target for Godot is mobile, since it's obviously a very large games market.
And, since the Godot IDE is, itself, an app written in Godot, porting to mobile is almost free. More a question of tweaking than rewriting. That's the same reason there's a version of Godot runnable in a browser... it's a consequence of Godot allowing webapps as build targets.
How does this square with the blog post I linked, that sounds like a lot of work, and its ending blurb, "Itβs been a long road to bring full build support to the Godot editor on Android and XR devices, and we are excited to see what you build entirely on device!"?
A long road does not sound like something almost free
Thank you for clarifying! That totally changed my interpretation.
There is a surprising number of projects dedicated to making Godot work on mobile, and I am equally confused by that focus. I guess it's more possible with AI coding though, but couch game dev doesn't feel like a real thing.
If Godot for Android is unrelated to you then I misread. But I still find it hilarious conceptually, unrelated to you, that Godot is spending resources on porting itself to phones while it has so many serious outstanding issues. As though game devs are going to be coding on their phones in any meaningful way.