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.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-export-buildsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides standard boilerplate scripts, templates, and configurations for automating Godot Engine multi-platform build exports and deployment pipelines. No security risks or malicious behaviors were detected.
- Socketwarn
1 alert: gptAnomaly
- Snykwarn
Risk: MEDIUM · 1 issue
- Runlayerfail
3/3 files flagged
What does this agent skill do?
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 touser://.
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
| Target | MANDATORY scripts / actions | Do NOT Load |
|---|---|---|
| Desktop smoke (Win/Linux) | export_headless_pipeline.ps1 or headless_build.sh | Manual Export UI tutorials |
| Web smoke | Headless web preset + size report | Desktop-only compression assumptions |
| Android release | export_android_signing_env.ps1 | Committed keystores |
| macOS direct distribute | export_macos_notarize_cmd.ps1 | Skipping notarize "because Steam exists" when not on Steam |
| Dedicated server | Headless server preset, baker off | Client shader baker / UI feature packs |
| CI multi-platform | export_ci_github_actions.yml (Godot 4.7 images) | Stale 4.2.x container pins |
| Steam depot upload | export_steam_upload.ps1 | — if not shipping on Steam |
| PCK / DLC patches | export_pck_patch_loader.gd | — if no DLC |
| One-click all presets | export_universal_manager.gd | — |
| Version sync | export_version_sync.gd / version_manager.gd | Hardcoded version labels in UI only |
| Feature stripping | export_feature_flag_manager.gd | — |
| Size audit | export_build_size_report.gd | — |
| Custom engine strip | export_custom_build_stripper.py | — unless custom builds |
| Post-export zip/manifest | export_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.
- export_headless_pipeline.ps1
- headless_build.sh
- export_version_sync.gd / version_manager.gd
- export_post_process_hook.gd
- export_feature_flag_manager.gd
- export_pck_patch_loader.gd
- export_android_signing_env.ps1
- export_custom_build_stripper.py
- export_macos_notarize_cmd.ps1
- export_build_size_report.gd
- export_ci_github_actions.yml — pin 4.7 templates/executable
- export_steam_upload.ps1 — SteamPipe via
steamcmd+ VDF - export_universal_manager.gd
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-packfor CI and scripted pipelines. - Exporting packs, patches, and mods — PCK/DLC mounting with
ProjectSettings.load_resource_packfor 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://vsuser://so exported builds do not write into read-only packed paths.
Related Skills
Prerequisites
- godot-project-foundations — Project layout,
project.godotversion/icon settings, and import defaults must be sane before export presets and filters. - godot-gdscript-mastery —
EditorScript/ plugin typing andOS.executepatterns 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
.gdignorehygiene that directly shrinks export footprint.
Downstream / consumers
- godot-performance-optimization — Escalate when release builds still fail budgets after filters, VRAM compression, and template choice.
- godot-server-architecture — Consumes dedicated-server export presets and headless pipelines for authoritative hosts.
- godot-multiplayer-networking — Client/server binary pairs and feature tags for dedicated vs listen-server packaging.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-export-builds">View godot-export-builds on skillZs</a>