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godot-export Checked

Export and build a Godot 4.7 project for distribution: install export templates, define export pr…
⚡ Productivity skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗ Part of Game Development →
8.3Overall rating
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2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "godot-export" skill by following the instructions at https://skill123.me/install/godot-export.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/godot-export.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 5 KB
📊 Static rating
8.3/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
9.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

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.

Godot Export & Builds (4.x)

Turn a project into runnable platform builds via export presets and the command line, and

handle the web/dedicated-server gotchas. Targets **Godot 4.7**.

Documentation

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.

Godot Export & Builds (4.x)

Turn a project into runnable platform builds via export presets and the command line, and

handle the web/dedicated-server gotchas. Targets **Godot 4.7**.

When to use

  • Use when producing a shippable build: installing export templates, creating/editing

export presets, exporting from the editor or headless CLI (CI), or troubleshooting web

(HTML5) and dedicated-server exports.

**When *not* to use:** storefront publishing flows → steam-publish/itch-publish; the

networking code of a server → godot-multiplayer (this skill covers building it headless).

Core workflow

1. **Install export templates** matching your engine version: Editor menu >

*Manage Export Templates* (download), or install the .tpz offline. Versions must

match the editor exactly.

2. **Add export presets** in *Project > Export*: pick a platform (Windows Desktop, macOS,

Linux, Web, Android, iOS), set the export path, icons, features, and resource

include/exclude filters. Presets are saved to export_presets.cfg.

3. **Export from the editor** with *Export Project* (release) or *Export PCK/ZIP*.

4. **Or export headless from the CLI** for automation/CI using

--export-release "<preset name>" <output path>.

5. **Per platform:** Web needs cross-origin isolation (COOP/COEP) for threads; Android

needs the SDK/keystore; macOS/iOS need signing for distribution.

6. **Smoke-test the build** on the target before shipping — exported builds use res://

read-only; write to user://.

Patterns

### 1. Headless CLI export (CI-friendly)


# Preset name must match exactly what's in Project > Export (quote it).
# Run from the project directory (where project.godot lives).
godot --headless --export-release "Windows Desktop" build/windows/game.exe
godot --headless --export-release "Linux/X11"       build/linux/game.x86_64
godot --headless --export-release "Web"             build/web/index.html

# Debug build (includes debug symbols / remote debug):
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe

# Export only the data pack (no executable):
godot --headless --export-pack "Linux/X11" build/game.pck

### 2. Run a project headless (dedicated server / tests)


# No window/GPU — for a server build or automated runs.
godot --headless --path . res://server_main.tscn
# Quit after N main-loop iterations (frames, NOT seconds) — handy for a headless smoke test:
godot --headless --path . --quit-after 600

### 3. Detect the build context at runtime

View full documentation

func _ready() -> void:
    if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
        _start_server_only()          # skip rendering/UI on a headless server
    if OS.has_feature("web"):
        _apply_web_tweaks()
    # Custom feature tags (added per preset) are also queryable:
    # if OS.has_feature("demo"): limit_content()

### 4. Choose write paths that survive export


# res:// is READ-ONLY in exported games. Always write to user://.
func save_path() -> String:
    return "user://savegame.tres"     # resolves to the OS app-data dir

func _ready() -> void:
    print(OS.get_user_data_dir())     # where user:// actually lives

Pitfalls

  • **"No export template found".** Templates must match the exact editor version (incl.

beta/rc). Re-download via *Manage Export Templates* after upgrading Godot.

  • **Preset name mismatch in CLI.** --export-release "Windows" fails if the preset is

named "Windows Desktop". Names are case- and space-sensitive; quote them.

  • **Web build shows a blank page / threads error.** HTML5 builds that use threads require

the server to send Cross-Origin-Opener-Policy: same-origin and

Cross-Origin-Embedder-Policy: require-corp (cross-origin isolation for

SharedArrayBuffer). Must be served over HTTP(S), not opened as a file://. itch.io has

a "SharedArrayBuffer support" toggle for this.

  • **Writing to res:// at runtime fails** in exports (read-only, packed). Use user://.
  • **Missing resources in the build.** Non-resource files (e.g. external .json, .txt)

are not auto-included — add them via the preset's *Resources > Filters to export

non-resource files* (e.g. *.json).

  • **Android export needs setup**: Android SDK/JDK paths in Editor Settings, a debug or

release **keystore**, and the INTERNET permission for networked games.

  • **macOS/iOS distribution requires signing/notarization**; unsigned macOS apps are

blocked by Gatekeeper.

  • **Debug vs release.** --export-debug enables remote debugging and debug checks; ship

--export-release.

References

  • For the export_presets.cfg structure, all useful CLI flags, custom feature tags,

PCK/expansion patching, encryption, and per-platform setup (Android keystore, macOS

signing, web headers), read references/presets-and-cli.md.

Related skills

  • godot-multiplayer — the dedicated-server code you export headless.
  • steam-publish / itch-publish — getting the build to players.
  • prototype-fast / game-jam — quick web/desktop builds for sharing.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
9.0