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.
What this skill does
# Export & Builds
Expert guidance for building and distributing Godot games across platforms.
## NEVER Do (Expert Export Rules)
### Platform & Validation
- **NEVER export to production without a 'Smoke Test'** — "It runs in editor" is NOT enough. Web, Mobile, and Console have unique memory/shader constraints.
- **NEVER skip macOS Notarization** — Apple's Gatekeeper will block unsigned apps. Use `notarytool` OR distribute exclusively via Steam/App Store.
- **NEVER use ad-hoc file paths** — `res://` is read-only in builds. Use `user://` for saves and logs, or paths will fail on locked file systems.
### Performance & Size
- **NEVER use 'Debug' templates for release** — Debug binaries are bloated and slow. Always use `--export-release` to strip profiling overhead.
- **NEVER include raw resources in builds** — Check your export filters. If you include `.md`, `.txt`, or `.psd` files, you're wasting player bandwidth and disk space.
- **NEVER ignore VRAM compression** — Large textures in Web/Mobile builds will crash the GPU driver. Enable ASTC/ETC2 compression in Import settings.
### Security
- **NEVER commit keystores or raw passwords to Git** — Use Environment Variables and CI Secrets (`export_android_signing_env.ps1`).
- **NEVER allow debug commands in Production** — Use `OS.has_feature("release")` to purge console/cheats from the final build.
- **NEVER bake shaders on export for Dedicated Servers** — The Shader Baker (Godot 4.5+) is for visual clients. Enabling it for headless servers is wasted build time.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [export_headless_pipeline.ps1](scripts/export_headless_pipeline.ps1)
Expert PowerShell script for automated multi-platform headless exports.
### [export_version_sync.gd](scripts/export_version_sync.gd)
Editor script to sync Git tags/hashes with 'application/config/version'.
### [export_post_process_hook.gd](scripts/export_post_process_hook.gd)
`EditorExportPlugin` for automating post-build tasks (Zipping, Manifests).
### [export_feature_flag_manager.gd](scripts/export_feature_flag_manager.gd)
Expert manager for runtime behavior swapping via build feature flags.
### [export_pck_patch_loader.gd](scripts/export_pck_patch_loader.gd)
Runtime patching logic for mounting external PCK archives and DLC.
### [export_android_signing_env.ps1](scripts/export_android_signing_env.ps1)
Secure environment variable setup for Android release keystores.
### [export_custom_build_stripper.py](scripts/export_custom_build_stripper.py)
SCons configuration for stripping unused Godot modules to reduce binary size.
### [export_macos_notarize_cmd.ps1](scripts/export_macos_notarize_cmd.ps1)
CLI procedure for macOS code signing and notarization outside the App Store.
### [export_build_size_report.gd](scripts/export_build_size_report.gd)
Editor tool for auditing resource sizes to optimize build footprints.
### [export_ci_github_actions.yml](scripts/export_ci_github_actions.yml)
Professional CI/CD workflow for automated multi-platform Godot releases.
### [export_steam_upload.ps1](scripts/export_steam_upload.ps1)
Expert script for automating SteamPipe uploads using `steamcmd` and VDF manifests.
### [export_universal_manager.gd](scripts/export_universal_manager.gd)
Editor tool to programmatically iterate and export all defined presets in one click.
---
## Export Templates
**Install via Editor:**
Editor → Manage Export Templates → Download
## Basic Export Setup
### Create Export Preset
1. Project → Export
2. Add preset (Windows, Linux, etc.)
3. Configure settings
4. Export Project
### Windows Export
```ini
# Export settings
# Format: .exe (single file) or .pck + .exe
# Icon: .ico file
# Include: *.import, *.tres, *.tscn
```
### Web Export
```ini
# Settings:
# Export Type: Regular or GDExtension
# Thread Support: For SharedArrayBuffer
# VRAM Compression: Optimized for size
```
## Export Presets File
```ini
# 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"
```
## Command-Line Export
```powershell
# 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
```
## Platform-Specific
### Android
```ini
# Requirements:
# - Android SDK
# - OpenJDK 17
# - Debug keystore
# Editor Settings:
# Export → Android → SDK Path
# Export → Android → Keystore
```
### iOS
```ini
# Requirements:
# - macOS with Xcode
# - Apple Developer account
# - Provisioning profile
# Export creates .xcodeproj
# Build in Xcode for App Store
```
### macOS
```ini
# Settings:
# Codesign: Developer ID certificate
# Notarization: Required for distribution
# Architecture: Universal (Intel + ARM)
```
## Feature Flags
```gdscript
# 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 Settings for Export
```ini
# 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
```
## Build Optimization
### Reduce Build Size
```gdscript
# Remove unused imports
# Project Settings → Editor → Import Defaults
# Exclude editor-only files
# In export preset: Exclude filters
*.md
*.txt
docs/*
```
### Strip Debug Symbols
```ini
# Export preset options:
# Debugging → Debug: Off
# Binary Format → Architecture: 64-bit only
```
## CI/CD with GitHub Actions
```yaml
# .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 Management
```gdscript
# version.gd (AutoLoad)
extends Node
const VERSION := "1.0.0"
const BUILD := "2024.02.06"
func get_version_string() -> String:
return "v" + VERSION + " (" + BUILD + ")"
```
## Best Practices
### 1. Test Export Early
```
Export to all target platforms early
Catch platform-specific issues fast
```
### 2. Use .gdignore
```
# Exclude folders from export
# Create .gdignore in folder
```
### 3. Separate Debug/Release
```
Debug: Keep logs, dev tools
Release: Strip debug, optimize size
```
## Expert Export Patterns
### 1. Platform-Specific-Patching (Delta Updates)
Pattern for mounting external PCK archives to update game content without a full reinstall.
- **Implementation**:
```gdscript
func _load_patch(patch_path: String) -> bool:
if FileAccess.file_exists(patch_path):
return ProjectSettings.load_resource_pack(patch_path, true) # true = replace files
return false
```
- **Expert Note**: Patched resources with the same path will override the base PCK. Use this for DLC, localized assets, or hotfixes.
### 2. VRAM-Compression-Audit
Ensuring the correct texture formats for target hardware.
- **S3TC/BPTC**: Mandatory for Desktop (Forward+). BPTC is superior for Normal Maps and HDR.
- **ETC2**: Standard for older Android/iOS devices. Does not support transparency on many Android GPUs [13].
- **ASTC**: Modern mobile standard. High quality/size ratio. Preferred forRelated in Backend & APIs
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