Loading...
Loading...
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.
npx skill4agent add thedivergentai/gd-agentic-skills godot-export-buildsres://user://C:/Users/....mddocs/*.gitMANDATORY: Read the appropriate script before implementing the corresponding pattern.
# Export settings
# Format: .exe (single file) or .pck + .exe
# Icon: .ico file
# Include: *.import, *.tres, *.tscn# Settings:
# Export Type: Regular or GDExtension
# Thread Support: For SharedArrayBuffer
# VRAM Compression: Optimized for size# export_presets.cfg
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
export_path="builds/windows/game.exe"
[preset.0.options]
binary_format/64_bits=true
application/icon="res://icon.ico"# Export from command line
godot --headless --export-release "Windows Desktop" builds/game.exe
# Export debug build
godot --headless --export-debug "Windows Desktop" builds/game_debug.exe
# PCK only (for patching)
godot --headless --export-pack "Windows Desktop" builds/game.pck# Requirements:
# - Android SDK
# - OpenJDK 17
# - Debug keystore
# Editor Settings:
# Export → Android → SDK Path
# Export → Android → Keystore# Requirements:
# - macOS with Xcode
# - Apple Developer account
# - Provisioning profile
# Export creates .xcodeproj
# Build in Xcode for App Store# Settings:
# Codesign: Developer ID certificate
# Notarization: Required for distribution
# Architecture: Universal (Intel + ARM)# Check platform at runtime
if OS.get_name() == "Windows":
# Windows-specific code
pass
if OS.has_feature("web"):
# Web build
pass
if OS.has_feature("mobile"):
# Android or iOS
pass# project.godot
[application]
config/name="My Game"
config/version="1.0.0"
run/main_scene="res://scenes/main.tscn"
config/icon="res://icon.svg"
[rendering]
# Optimize for target platforms
textures/vram_compression/import_etc2_astc=true # Mobile# Remove unused imports
# Project Settings → Editor → Import Defaults
# Exclude editor-only files
# In export preset: Exclude filters
*.md
*.txt
docs/*# Export preset options:
# Debugging → Debug: Off
# Binary Format → Architecture: 64-bit only# .github/workflows/export.yml
name: Export Godot Game
on:
push:
tags: ['v*']
jobs:
export:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.2.1
steps:
- uses: actions/checkout@v4
- name: Export Windows
run: |
mkdir -p builds/windows
godot --headless --export-release "Windows Desktop" builds/windows/game.exe
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: windows-build
path: builds/windows/# version.gd (AutoLoad)
extends Node
const VERSION := "1.0.0"
const BUILD := "2024.02.06"
func get_version_string() -> String:
return "v" + VERSION + " (" + BUILD + ")"Export to all target platforms early
Catch platform-specific issues fast# Exclude folders from export
# Create .gdignore in folderDebug: Keep logs, dev tools
Release: Strip debug, optimize size