Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Ship a Godot 4.x game to Android and iOS. This covers the platform-specific deltas beyond a generic export: signing, lifecycle, permissions, plugins, IAP, device features, and the mobile renderer/perf budget.
Related skills: export-pipeline for the generic export flow and CI/CD, responsive-ui for safe-area layout, input-handling for touch, godot-optimization for mobile performance, csharp-godot for C# mobile caveats.
Android: OpenJDK 17 and the Android SDK; set Java SDK Path + Android SDK Path in Editor Settings (per-user, not per-project). Generate a release keystore:
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000
Preset fields: Release / Release User / Release Password (keystore and key passwords must currently match); uncheck Export With Debug. AAB is mandatory for new Play uploads. CI env overrides: GODOT_ANDROID_KEYSTORE_RELEASE_{PATH,USER,PASSWORD}.
iOS: macOS + Xcode. Export needs an App Store Team ID + a reverse-DNS bundle Identifier; Godot generates an .xcodeproj you build from Xcode. The iOS simulator supports the Compatibility renderer only.
A custom Gradle build (Project → Install the Gradle Build template) is required for v2 plugins and IAP (Godot 4.2+). Since Godot 4.7 the Use Gradle Build export option is no longer marked experimental (GH-119172) — treat it as the standard path when you need plugins or IAP.
⚠️ Changed in Godot 4.7: Deprecated Google Play OBB expansion-file support (the
apk_expansion/*export options) was removed from the Android export. Projects still relying on APK expansion files should move to Android App Bundles with Play Asset Delivery, or install the separate Godot OBB plugin that now holds the old logic. See GH-118283.
Real Node notification constants: NOTIFICATION_APPLICATION_PAUSED (2015), NOTIFICATION_APPLICATION_RESUMED (2014), NOTIFICATION_APPLICATION_FOCUS_IN/_OUT (2016/2017), NOTIFICATION_WM_GO_BACK_REQUEST (1007, Android Back). There is no WM_CLOSE_REQUEST on mobile. Autosave on PAUSED; iOS gives ~5 s after pause to finish work before it kills the app.
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PAUSED:
SaveManager.save_game() # App backgrounded — persist now.
NOTIFICATION_WM_GO_BACK_REQUEST:
_confirm_quit() # Android Back button.
The docs only show NotificationWMCloseRequest verbatim; these PascalCase names follow the same convention.
public override void _Notification(int what)
{
switch ((long)what)
{
case NotificationApplicationPaused:
SaveManager.SaveGame(); // App backgrounded — persist now.
break;
case NotificationWMGoBackRequest:
ConfirmQuit(); // Android Back button.
break;
}
}
DisplayServer.pip_mode_enter(window_id = 0) enters picture-in-picture mode; is_in_pip_mode(window_id = 0) reports the current state; pip_mode_set_aspect_ratio(numerator, denominator, window_id = 0) sets the PiP window's aspect ratio; pip_mode_set_auto_enter_on_background(auto_enter_on_background, window_id = 0) enters PiP automatically when the app goes to the background. Transitions arrive as Node notifications: NOTIFICATION_APPLICATION_PIP_MODE_ENTERED (2019) / NOTIFICATION_APPLICATION_PIP_MODE_EXITED (2020). All Android-only.
func _ready() -> void:
DisplayServer.pip_mode_set_aspect_ratio(16, 9)
DisplayServer.pip_mode_set_auto_enter_on_background(true)
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PIP_MODE_ENTERED:
_set_minimal_hud(true) # PiP window is tiny — hide non-essential UI.
NOTIFICATION_APPLICATION_PIP_MODE_EXITED:
_set_minimal_hud(false)
public override void _Ready()
{
DisplayServer.PipModeSetAspectRatio(16, 9);
DisplayServer.PipModeSetAutoEnterOnBackground(true);
}
public override void _Notification(int what)
{
switch ((long)what)
{
case NotificationApplicationPipModeEntered:
SetMinimalHud(true); // PiP window is tiny — hide non-essential UI.
break;
case NotificationApplicationPipModeExited:
SetMinimalHud(false);
break;
}
}
Declare each permission in the export preset as permissions/<name>; request it at runtime with OS.request_permission(name). The result arrives via MainLoop's on_request_permissions_result(permission, granted). The permission must also be enabled in the preset, not just requested.
func _ready():
if "android.permission.POST_NOTIFICATIONS" not in OS.get_granted_permissions():
OS.request_permission("android.permission.POST_NOTIFICATIONS")
get_tree().on_request_permissions_result.connect(_on_perm_result)
func _on_perm_result(permission: String, granted: bool):
print("%s granted: %s" % [permission, granted])
// Contains() on string[] needs: using System.Linq;
public override void _Ready()
{
if (!OS.GetGrantedPermissions().Contains("android.permission.POST_NOTIFICATIONS"))
OS.RequestPermission("android.permission.POST_NOTIFICATIONS");
GetTree().OnRequestPermissionsResult += OnPermResult;
}
private void OnPermResult(string permission, bool granted)
=> GD.Print($"{permission} granted: {granted}");
Godot 4.4+. JavaClassWrapper.wrap("<java.class>") (present earlier, but only practical from 4.4) calls Java/Kotlin classes with no plugin; the AndroidRuntime singleton, new in 4.4, (Engine.get_singleton("AndroidRuntime")) exposes getActivity(), getApplicationContext(), and createRunnableFromGodotCallable(callable).
The simpler cross-platform alternative needs no 4.4: Input.vibrate_handheld(duration_ms, amplitude) (requires the VIBRATE permission; iOS needs iOS 13+). See Plugins for the full JavaClassWrapper/AndroidRuntime API, Toast/Intent recipes, and inner-class syntax.
# Godot 4.4+ — requires the VIBRATE permission in the export preset.
func vibrate_ms(duration_ms: int) -> void:
if Engine.has_singleton("AndroidRuntime"):
var runtime := Engine.get_singleton("AndroidRuntime")
var context := runtime.getApplicationContext()
var vibrator := context.getSystemService("vibrator")
if vibrator.hasVibrator():
var Effect = JavaClassWrapper.wrap("android.os.VibrationEffect")
var effect = Effect.createOneShot(duration_ms, Effect.DEFAULT_AMPLITUDE)
vibrator.vibrate(effect)
The docs are GDScript-only here; the exact C# Variant-marshaling chain (.AsGodotObject() on each Java return) is untested against a device — verify on a real 4.4+ Android build.
// Godot 4.4+ — requires the VIBRATE permission in the export preset.
public void VibrateMs(int durationMs)
{
if (!Engine.HasSingleton("AndroidRuntime")) return;
var runtime = Engine.GetSingleton("AndroidRuntime");
var context = runtime.Call("getApplicationContext").AsGodotObject();
var vibrator = context.Call("getSystemService", "vibrator").AsGodotObject();
if (vibrator.Call("hasVibrator").AsBool())
{
var effect = JavaClassWrapper.Wrap("android.os.VibrationEffect");
var oneShot = effect.Call("createOneShot", durationMs, effect.Get("DEFAULT_AMPLITUDE"));
vibrator.Call("vibrate", oneShot);
}
}
JavaClassWrapper.create_proxy(object: Object, interfaces: PackedStringArray) -> JavaObject implements the given Java interfaces using a Godot object — the object's method signatures must match the Java interfaces' method signatures, and Java calls route to the matching method. create_sam_callback(sam_interface: String, callable: Callable) -> JavaObject covers single-abstract-method (SAM) interfaces with a Callable matching the SAM method's parameters and return type. Both return null on every platform except Android.
class PrintProxy:
func println(content: String) -> void:
print(content)
func _demo() -> void:
var print_proxy := PrintProxy.new()
var printer := JavaClassWrapper.create_proxy(print_proxy, ["android.util.Printer"])
printer.println("Hello Godot World!")
var cb := func(content: String) -> void: print(content)
var callback := JavaClassWrapper.create_sam_callback("android.util.Printer", cb)
callback.println("Hello Godot World!")
The docs are GDScript-only here. CreateProxy matches methods by their registered name, so a C# implementation class would need method names matching the Java interface exactly — prefer CreateSamCallback from C#:
var cb = Callable.From((string content) => GD.Print(content));
var callback = JavaClassWrapper.CreateSamCallback("android.util.Printer", cb);
callback.Call("println", "Hello Godot World!");
DisplayServer.get_display_safe_area() -> Rect2i (Android/iOS) returns the usable region inside notches/cutouts; get_display_cutouts() (Android) lists the cutout rects. Motion sensors live on Input (get_accelerometer/gravity/gyroscope/magnetometer, returning Vector3, Android/iOS only).
func _ready():
var safe := DisplayServer.get_display_safe_area() # Rect2i
$UI.position = safe.position
$UI.size = safe.size
public override void _Ready()
{
Rect2I safe = DisplayServer.GetDisplaySafeArea();
var ui = GetNode<Control>("UI");
ui.Position = safe.Position;
ui.Size = safe.Size;
}
Native file dialogs (DisplayServer.file_dialog_show()) are supported on Android; since Godot 4.7 the native file picker works on all devices — the Android version check gating FEATURE_NATIVE_DIALOG_FILE support was removed (GH-115257).
Godot 4.7+: For on-screen touch joysticks, use the built-in
VirtualJoystickControl node instead of a hand-rolledTouchScreenButtonrig — see input-handling (§ 6, "VirtualJoystick (Godot 4.7+)") for the full API.
DisplayServer.orientation_changed(orientation: int) (Android/iOS) fires when the device orientation changes: 1 portrait, 2 landscape, 0 undefined.
func _ready() -> void:
DisplayServer.orientation_changed.connect(_on_orientation_changed)
func _on_orientation_changed(orientation: int) -> void:
_relayout_hud(orientation == 2) # 1 portrait, 2 landscape, 0 undefined.
public override void _Ready()
{
DisplayServer.Singleton.Connect(DisplayServer.SignalName.OrientationChanged,
Callable.From((long orientation) => RelayoutHud(orientation == 2)));
}
Use the Mobile (or Compatibility) renderer; the iOS simulator is Compatibility-only. Enable rendering/textures/vram_compression/import_etc2_astc = true (ETC2/ASTC) for Android texture compression. Keep single-arch APKs small; AABs split per-device automatically. Defer deep draw-call/batching tuning to godot-optimization.
C# Android/iOS export is Godot 4.2+ but experimental. Android C# export requires .NET 9+ (with Godot 4.5); iOS export only from macOS, and the simulator templates are x64-only. C# cannot export to Web. Test the C# export pipeline early — it is the riskiest part of a C# mobile project.
Deeper: Plugins (Android v2 / iOS) · In-app purchases & ads · Crash debugging
NOTIFICATION_APPLICATION_PAUSED (iOS ~5 s budget respected)get_display_safe_area(); notch/cutout handledまだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
日本語の概要は準備中です。原文の説明を表示しています。
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
日本語の概要は準備中です。原文の説明を表示しています。