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Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/godot-export

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referencespresets-and-cli.md

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Export presets & CLI reference (Godot 4.7)

Depth companion to godot-export.

export_presets.cfg

Generated/edited by Project > Export; commit it so CI and teammates share presets. It is an INI-style file with a [preset.N] block per preset and a matching [preset.N.options] block. Example shape (do not hand-author from scratch — let the editor create it):

[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
export_path="build/windows/game.exe"
custom_features=""
exclude_filter=""
include_filter=""

[preset.0.options]
binary_format/embed_pck=false
application/icon="res://icon.ico"
application/product_name="My Game"
codesign/enable=false

Sensitive values (keystore passwords, encryption keys) live in export_presets.cfg too — keep them out of public repos or inject them in CI rather than committing.

Useful command-line flags

godot --headless                      run without a window/GPU
      --path <dir>                    project directory (where project.godot is)
      --export-release "<preset>" <out>   export a release build
      --export-debug "<preset>" <out>     export a debug build
      --export-pack "<preset>" <out>      export only the .pck/.zip data
      --quit-after <frames|seconds>   auto-quit (smoke tests)
      --main-pack <file.pck>          run a specific data pack
      --verbose                       detailed logging
      -- <args>                       pass args to your game (OS.get_cmdline_user_args())

Use the exact preset name (case/space-sensitive). Run from the project dir or pass --path. Exit code is non-zero on export failure — check it in CI.

Custom feature tags

Add tags under a preset's Features (or custom_features) and branch at runtime with OS.has_feature("tag"). Common built-ins: web, windows, macos, linux, android, ios, mobile, pc, debug, release, editor, template, dedicated_server, 64/32. Use a demo tag to ship a content-limited build from the same project.

Web (HTML5) specifics

  • Output is index.html + .js/.wasm/.pck. Serve over HTTP(S).
  • Threaded builds need cross-origin isolation:
    • Cross-Origin-Opener-Policy: same-origin
    • Cross-Origin-Embedder-Policy: require-corp Without these, SharedArrayBuffer is unavailable and the engine errors or falls back.
  • itch.io: enable "This file will be played in the browser" and the SharedArrayBuffer support option. GitHub Pages can't set the headers — use a host that can, or a service worker shim.
  • Reduce size: enable compression, trim unused features, and consider the "Extensions Support" toggle only if needed.

Android

  • Set Android SDK + OpenJDK paths in Editor Settings > Export > Android.
  • Install the Android build template (Project > Install Android Build Template) for custom Gradle builds / plugins.
  • Provide a debug keystore (auto for debug) and a release keystore for store builds. Add the INTERNET permission for networked games.
  • Choose architectures (arm64-v8a is standard for modern devices).

macOS / iOS

  • macOS distribution: enable codesign, provide an Apple Developer ID, and notarize the .app/.dmg; otherwise Gatekeeper blocks it.
  • iOS: exports an Xcode project; build/sign/submit through Xcode.

PCK patching & DLC

Export extra content as a separate .pck and load it at runtime:

var ok := ProjectSettings.load_resource_pack("user://dlc1.pck")  # mounts into res://

A patch pack can override or add files. Use --export-pack to produce packs in CI.

Encryption

Set a 64-hex-char script encryption key (Project > Export, or GODOT_SCRIPT_ENCRYPTION_KEY env for CLI) and enable "Encrypt Exported PCK". Note: client-side encryption deters casual inspection but cannot fully protect assets on a user's machine — don't store true secrets in the build.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    The skill provides standard and safe documentation for exporting Godot 4.7 projects. It correctly guides users on using the Godot CLI and configuration files while emphasizing security best practices for handling sensitive credentials and data storage.

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    Risk: LOW · No issues

Signed by skilld at 3727d02. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

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