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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

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referencesmigration-notes.md

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Migration notes: godot-export-builds

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • Export presets / feature tags need re-validation on 4.0.
  • C#: Mono → .NET 6; mobile/web export support historically incomplete — verify target platforms.
  • No GLES2 — use Compatibility (GLES3) for old GPUs; binary size larger than 3.x.
  • Re-run export after each later 4.x hop that touches platforms.

4.0 → 4.1

Official: Upgrading to Godot 4.1

No skill-relevant breaking changes for this hop.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade dialog on project open — re-export mobile/desktop builds after upgrading compressed meshes.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Android permissions are not auto-granted from export presets — call OS.request_permission() and handle MainLoop.on_request_permissions_result.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • Android accelerometer/gyro off by default — enable under Project Settings → Input Devices → Sensors before shipping motion-aware exports.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • C# Android export targets .NET 9 (other C# platforms remain .NET 8+).
  • EditorExportPlatform.get_forced_export_files() gains optional preset — update custom export plugins that enumerate forced files.
  • ProjectSettings.add_property_info() validates keys more strictly — fix invalid export-plugin property metadata.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Android export template Java sources moved to android/build/src/main/java/... (Android Studio layout) — patch custom Gradle/Java integrations.
  • EditorExportPreset.get_script_export_mode() now returns an enum — adjust headless export scripts comparing ints.
  • New Windows projects default D3D12; new 3D projects default Jolt — smoke-test CI matrix against your pinned backends.
  • Mobile renderer glow rewrite — retune Environment before comparing mobile export sizes/screenshots.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Editor Asset Store replaces Asset Library naming — update release runbooks that reference addon install UX.
  • EditorSceneFormatImporter constants moved under ImportFlags enum — fix custom import/export tooling.
  • Verify per-platform HDR viewport settings in export presets (desktop/mobile) after upgrading templates.
  • New project stretch defaults canvas_items + expand — regression-test UI scale in exported builds, not only editor.

Source: SKILL.md on GitHub

1 alert16d4 checks · 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 · 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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