gamedev-skills/awesome-gamedev-agent-skills

godot-export

Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-export

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

Godot Export & Builds (4.x)

Turn a project into runnable platform builds via export presets and the command line, and handle the web/dedicated-server gotchas. Targets Godot 4.7.

When to use

  • Use when producing a shippable build: installing export templates, creating/editing

export presets, exporting from the editor or headless CLI (CI), or troubleshooting web (HTML5) and dedicated-server exports.

When not to use:* storefront publishing flows → steam-publish/itch-publish; the networking code of a server → godot-multiplayer (this skill covers building it headless).

Core workflow

  1. Install export templates matching your engine version: Editor menu >

Manage Export Templates (download), or install the .tpz offline. Versions must match the editor exactly.

  1. Add export presets in Project > Export: pick a platform (Windows Desktop, macOS,

Linux, Web, Android, iOS), set the export path, icons, features, and resource include/exclude filters. Presets are saved to export_presets.cfg.

  1. Export from the editor with Export Project (release) or Export PCK/ZIP.
  2. Or export headless from the CLI for automation/CI using

--export-release "<preset name>" <output path>.

  1. Per platform: Web needs cross-origin isolation (COOP/COEP) for threads; Android

needs the SDK/keystore; macOS/iOS need signing for distribution.

  1. Smoke-test the build on the target before shipping — exported builds use res://

read-only; write to user://.

Patterns

1. Headless CLI export (CI-friendly)

bash
# Preset name must match exactly what's in Project > Export (quote it).
# Run from the project directory (where project.godot lives).
godot --headless --export-release "Windows Desktop" build/windows/game.exe
godot --headless --export-release "Linux/X11"       build/linux/game.x86_64
godot --headless --export-release "Web"             build/web/index.html

# Debug build (includes debug symbols / remote debug):
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe

# Export only the data pack (no executable):
godot --headless --export-pack "Linux/X11" build/game.pck

2. Run a project headless (dedicated server / tests)

bash
# No window/GPU — for a server build or automated runs.
godot --headless --path . res://server_main.tscn
# Quit after N main-loop iterations (frames, NOT seconds) — handy for a headless smoke test:
godot --headless --path . --quit-after 600

3. Detect the build context at runtime

gdscript
func _ready() -> void:
    if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
        _start_server_only()          # skip rendering/UI on a headless server
    if OS.has_feature("web"):
        _apply_web_tweaks()
    # Custom feature tags (added per preset) are also queryable:
    # if OS.has_feature("demo"): limit_content()

4. Choose write paths that survive export

gdscript
# res:// is READ-ONLY in exported games. Always write to user://.
func save_path() -> String:
    return "user://savegame.tres"     # resolves to the OS app-data dir

func _ready() -> void:
    print(OS.get_user_data_dir())     # where user:// actually lives

Pitfalls

  • "No export template found". Templates must match the exact editor version (incl.

beta/rc). Re-download via Manage Export Templates after upgrading Godot.

  • Preset name mismatch in CLI. --export-release "Windows" fails if the preset is

named "Windows Desktop". Names are case- and space-sensitive; quote them.

  • Web build shows a blank page / threads error. HTML5 builds that use threads require

the server to send Cross-Origin-Opener-Policy: same-origin and Cross-Origin-Embedder-Policy: require-corp (cross-origin isolation for SharedArrayBuffer). Must be served over HTTP(S), not opened as a file://. itch.io has a "SharedArrayBuffer support" toggle for this.

  • Writing to `res://` at runtime fails in exports (read-only, packed). Use user://.
  • Missing resources in the build. Non-resource files (e.g. external .json, .txt)

are not auto-included — add them via the preset's Resources > Filters to export non-resource files (e.g. *.json).

  • Android export needs setup: Android SDK/JDK paths in Editor Settings, a debug or

release keystore, and the INTERNET permission for networked games.

  • macOS/iOS distribution requires signing/notarization; unsigned macOS apps are

blocked by Gatekeeper.

  • Debug vs release. --export-debug enables remote debugging and debug checks; ship

--export-release.

References

  • For the export_presets.cfg structure, all useful CLI flags, custom feature tags,

PCK/expansion patching, encryption, and per-platform setup (Android keystore, macOS signing, web headers), read references/presets-and-cli.md.

Related skills

  • godot-multiplayer — the dedicated-server code you export headless.
  • steam-publish / itch-publish — getting the build to players.
  • prototype-fast / game-jam — quick web/desktop builds for sharing.

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aus demselben Repository

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