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/godot-export-builds

@9d6e91e

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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-export-builds

This session only. Nothing lands on disk.

SKILL.md

β‰ˆ140 tokens always: the name and description. β‰ˆ2.9k when used: this file. β‰ˆ2.1k more on demand in 3 files.

Export & Builds

Headless / CI / platform release plumbing β€” not Editor β†’ Export click-path tutorials.

NEVER Do (Expert Export Rules)

Platform & Validation

  • NEVER export to production without a smoke test β€” Editor play β‰  Web/Mobile/Console constraints.
  • NEVER skip macOS notarization for direct distribution β€” Gatekeeper blocks unsigned apps (Steam/App Store distribution can substitute).
  • NEVER use ad-hoc writable res:// paths in builds β€” Saves/logs go to user://.

Performance & Size

  • NEVER ship Debug templates as release β€” Use --export-release.
  • NEVER include raw authoring junk β€” Filter .md / .psd / docs out of presets.
  • NEVER ignore VRAM compression on Web/Mobile β€” Enable ASTC/ETC2 (keep pixel art uncompressed).

Security

  • NEVER commit keystores or passwords β€” Env vars + export_android_signing_env.ps1.
  • NEVER leave debug cheats in release β€” Gate with OS.has_feature("release").
  • NEVER enable Shader Baker on dedicated server exports β€” 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 β€” if not shipping on Steam
PCK / DLC patches export_pck_patch_loader.gd β€” if no DLC
One-click all presets export_universal_manager.gd β€”
Version sync export_version_sync.gd / version_manager.gd Hardcoded version labels in UI only
Feature stripping export_feature_flag_manager.gd β€”
Size audit export_build_size_report.gd β€”
Custom engine strip export_custom_build_stripper.py β€” unless custom builds
Post-export zip/manifest export_post_process_hook.gd β€”

Editor Export UI / template download prose: use Official Documentation links in Reference β€” 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) β€” 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 β†’ 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 β€” do not preload the whole lattice.

Official Documentation

  • Exporting (tutorial index) β€” Entry map for presets, templates, platform guides, feature tags, and PCK workflows before platform deep-dives.
  • Exporting projects β€” Export presets, template install, include/exclude filters, and release vs debug template choice.
  • Feature tags β€” OS.has_feature / custom tags that drive runtime stripping of debug tools and platform forks.
  • Command line tutorial β€” --headless, --export-release, --export-debug, and --export-pack for CI and scripted pipelines.
  • Exporting packs, patches, and mods β€” PCK/DLC mounting with ProjectSettings.load_resource_pack for delta updates.
  • Exporting for Android β€” SDK, keystore, and signing env expectations for store and CI Android builds.
  • Exporting for macOS β€” Codesign, notarization, and universal binary options required for Gatekeeper distribution.
  • Exporting for Web β€” Threading/SharedArrayBuffer, VRAM compression, and HTML5 shell constraints for web smoke tests.
  • Exporting for dedicated servers β€” Headless server templates and why client-only bake steps (e.g. shader baker) waste server builds.
  • EditorExportPlugin β€” Hook API for post-export zip/manifest steps shared across team export presets.
  • Optimizing for size β€” SCons module stripping and size flags when custom templates must beat stock binary weight.
  • Data paths β€” res:// vs user:// so exported builds do not write into read-only packed paths.

Related Skills

Prerequisites
  • godot-project-foundations β€” Project layout, project.godot version/icon settings, and import defaults must be sane before export presets and filters.
  • godot-gdscript-mastery β€” EditorScript / plugin typing and OS.execute patterns used by version sync, universal export, and post-process hooks.
Complements
  • godot-platform-desktop β€” Windows/Linux/macOS runtime quirks (icons, windowing, Steam) that export presets must match.
  • godot-platform-mobile β€” Android/iOS permission, orientation, and input assumptions that belong in mobile export options.
  • godot-platform-web β€” Web host constraints (CORS, threads, memory) that decide Web export type and smoke-test matrix.
  • godot-platform-console β€” Console certification packaging flows that extend beyond desktop/mobile export templates.
  • godot-adapt-desktop-to-mobile β€” Touch/UI/safe-area adaptations that must ship in mobile feature-tagged builds, not desktop-only assets.
  • godot-debugging-profiling β€” Profile export vs editor differences (shader compile, memory) before blaming preset filters.
  • godot-testing-patterns β€” Automated smoke tests against headless/CI artifacts so β€œruns in editor” never ships alone.
  • godot-save-load-systems β€” Persist under user://; export filters must not strip save schemas players need after install.
  • godot-resource-data-patterns β€” Resource packing and .gdignore hygiene that directly shrinks export footprint.
Downstream / consumers
Master
  • godot-master β€” Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.

Source: SKILL.md on GitHub

1 alert16d4 checks Β· Risk SAFE
  • Gen Agent Trust Hub16d

    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.

  • Socket16d

    1 alert: gptAnomaly

  • Snyk16d

    Risk: MEDIUM Β· 1 issue

  • Runlayer7mo

    3/3 files flagged

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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