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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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

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설치 방법 보기

포함된 파일(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(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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.

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