Skip to content
cccskills
FreePublished on GitHub

godot-export-builds

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.

The English summary is being prepared. Showing the original description.

Works withGitHub

Run score Not tested

See how to install

Files included (17)

  • SKILL.md11.9 KB
  • references/export-setup-guide.md2.7 KB
  • references/migration-notes.md3.6 KB
  • scripts/export_android_signing_env.ps11.3 KB
  • scripts/export_build_size_report.gd1.8 KB
  • scripts/export_ci_github_actions.yml1.7 KB
  • scripts/export_custom_build_stripper.py1.4 KB
  • scripts/export_feature_flag_manager.gd1.3 KB
  • scripts/export_headless_pipeline.ps11.6 KB
  • scripts/export_macos_notarize_cmd.ps11.3 KB
  • scripts/export_pck_patch_loader.gd1.5 KB
  • scripts/export_post_process_hook.gd1.3 KB
  • scripts/export_steam_upload.ps11.7 KB
  • scripts/export_universal_manager.gd1.9 KB
  • scripts/export_version_sync.gd1.4 KB
  • scripts/headless_build.sh2.0 KB
  • scripts/version_manager.gd2.1 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Export & Builds

Headless / CI / platform release plumbing — not Editor → Export click-path tutorials.

NEVER Do (Expert Export Rules)

Platform & Validation

  • NEVER export to production without a smoke test — Editor play ≠ Web/Mobile/Console constraints.
  • NEVER skip macOS notarization for direct distribution — Gatekeeper blocks unsigned apps (Steam/App Store distribution can substitute).
  • NEVER use ad-hoc writable res:// paths in builds — Saves/logs go to user://.

Performance & Size

  • NEVER ship Debug templates as release — Use --export-release.
  • NEVER include raw authoring junk — Filter .md / .psd / docs out of presets.
  • NEVER ignore VRAM compression on Web/Mobile — Enable ASTC/ETC2 (keep pixel art uncompressed).

Security

  • NEVER commit keystores or passwords — Env vars + export_android_signing_env.ps1.
  • NEVER leave debug cheats in release — Gate with OS.has_feature("release").
  • NEVER enable Shader Baker on dedicated server exports — Wasted build time; baker is for visual clients.

Platform Decision Tree

TargetMANDATORY scripts / actionsDo NOT Load
Desktop smoke (Win/Linux)export_headless_pipeline.ps1 or headless_build.shManual Export UI tutorials
Web smokeHeadless web preset + size reportDesktop-only compression assumptions
Android releaseexport_android_signing_env.ps1Committed keystores
macOS direct distributeexport_macos_notarize_cmd.ps1Skipping notarize "because Steam exists" when not on Steam
Dedicated serverHeadless server preset, baker offClient shader baker / UI feature packs
CI multi-platformexport_ci_github_actions.yml (Godot 4.7 images)Stale 4.2.x container pins
Steam depot uploadexport_steam_upload.ps1— if not shipping on Steam
PCK / DLC patchesexport_pck_patch_loader.gd— if no DLC
One-click all presetsexport_universal_manager.gd—
Version syncexport_version_sync.gd / version_manager.gdHardcoded version labels in UI only
Feature strippingexport_feature_flag_manager.gd—
Size auditexport_build_size_report.gd—
Custom engine stripexport_custom_build_stripper.py— unless custom builds
Post-export zip/manifestexport_post_process_hook.gd—

Editor Export UI / template download prose: use Official Documentation links in Reference — or export-setup-guide.md for INI/CLI/platform checklists.

Available Scripts

MANDATORY: Read the script that matches the platform decision above before implementing.

CI Contract (4.7)

Workflows must pull Godot 4.7 editor + export templates (not 4.2.x). Prefer the checked-in export_ci_github_actions.yml over pasted legacy YAML. Artifacts upload with actions/upload-artifact@v4.

Expert Export Patterns

1. Platform-Specific Patching (Delta Updates)

Mount external PCKs with ProjectSettings.load_resource_pack(path, true) — same-path resources override base. See export_pck_patch_loader.gd.

2. VRAM Compression Audit

  • Desktop Forward+: S3TC/BPTC
  • Mobile: ETC2 / ASTC
  • Pixel art: compression off

3. SteamPipe Upload

Build locally/CI → export_steam_upload.ps1 with STEAM_USER / STEAM_PASS / STEAMCMD_PATH env vars and an app_build.vdf.

4. Universal Build Manager

Iterate presets from export_presets.cfg via export_universal_manager.gd for one-click multi-platform consistency.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Exporting (tutorial index) — Entry map for presets, templates, platform guides, feature tags, and PCK workflows before platform deep-dives.
  • Exporting projects — Export presets, template install, include/exclude filters, and release vs debug template choice.
  • Feature tags — OS.has_feature / custom tags that drive runtime stripping of debug tools and platform forks.
  • Command line tutorial — --headless, --export-release, --export-debug, and --export-pack for CI and scripted pipelines.
  • Exporting packs, patches, and mods — PCK/DLC mounting with ProjectSettings.load_resource_pack for delta updates.
  • Exporting for Android — SDK, keystore, and signing env expectations for store and CI Android builds.
  • Exporting for macOS — Codesign, notarization, and universal binary options required for Gatekeeper distribution.
  • Exporting for Web — Threading/SharedArrayBuffer, VRAM compression, and HTML5 shell constraints for web smoke tests.
  • Exporting for dedicated servers — Headless server templates and why client-only bake steps (e.g. shader baker) waste server builds.
  • EditorExportPlugin — Hook API for post-export zip/manifest steps shared across team export presets.
  • Optimizing for size — SCons module stripping and size flags when custom templates must beat stock binary weight.
  • Data paths — res:// vs user:// so exported builds do not write into read-only packed paths.

Related Skills

Prerequisites

  • godot-project-foundations — Project layout, project.godot version/icon settings, and import defaults must be sane before export presets and filters.
  • godot-gdscript-mastery — EditorScript / plugin typing and OS.execute patterns used by version sync, universal export, and post-process hooks.

Complements

  • godot-platform-desktop — Windows/Linux/macOS runtime quirks (icons, windowing, Steam) that export presets must match.
  • godot-platform-mobile — Android/iOS permission, orientation, and input assumptions that belong in mobile export options.
  • godot-platform-web — Web host constraints (CORS, threads, memory) that decide Web export type and smoke-test matrix.
  • godot-platform-console — Console certification packaging flows that extend beyond desktop/mobile export templates.
  • godot-adapt-desktop-to-mobile — Touch/UI/safe-area adaptations that must ship in mobile feature-tagged builds, not desktop-only assets.
  • godot-debugging-profiling — Profile export vs editor differences (shader compile, memory) before blaming preset filters.
  • godot-testing-patterns — Automated smoke tests against headless/CI artifacts so “runs in editor” never ships alone.
  • godot-save-load-systems — Persist under user://; export filters must not strip save schemas players need after install.
  • godot-resource-data-patterns — Resource packing and .gdignore hygiene that directly shrinks export footprint.

Downstream / consumers

Master

  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

See all skills by thedivergentai

Report a problem with this skill