| name | export-deploy |
| description | Export and deploy Godot projects to Windows, Linux, macOS, Android, iOS, and Web platforms. Use this skill when configuring export presets, setting up CI/CD pipelines, preparing release builds, optimizing for target platforms, or distributing games to Steam, itch.io, or mobile stores. |
| metadata | {"author":"godot-dev","version":"1.0"} |
Export and Deploy
Export Presets Setup
Windows Export
[preset.0]
name="Windows"
platform="Windows"
export_path="build/windows/game.exe"
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/embed_pck=true
texture_format/s3tc=true
texture_format/etc2=false
Linux Export
[preset.1]
name="Linux"
platform="Linux"
export_path="build/linux/game.x86_64"
macOS Export
[preset.2]
name="macOS"
platform="macOS"
export_path="build/macos/game.app"
Android Export
[preset.3]
name="Android"
platform="Android"
export_path="build/android/game.apk"
[preset.3.options]
custom_template/debug=""
custom_template/release=""
gradle_build/use_gradle_build=true
gradle_build/export_format=0
Web Export
[preset.4]
name="Web"
platform="Web"
export_path="build/web/game.html"
Export via Command Line
godot --headless --export-release "Windows" build/windows/game.exe
godot --headless --export-release "Windows" build/windows/game.exe
godot --headless --export-release "Linux" build/linux/game.x86_64
godot --headless --export-release "Web" build/web/game.html
Export Settings
Quality Settings
[rendering]
renderer/rendering_method="forward_plus"
renderer/rendering_method.mobile="mobile"
anti_aliasing/quality/msaa_3d=2
Performance Settings
[rendering]
limits/rendering/max_renderable_elements=10000
limits/rendering/max_lights=32
quality/filters/anisotropic_filter_level=4
Platform-Specific Settings
Windows
- Embed PCK: Single executable
- Code signing: For distribution
- Console: Hide for release
Android
- Minimum SDK: 24
- Target SDK: 34
- Permissions: Internet, Vibrate
- Keystore: For signing
iOS
- Bundle identifier: com.company.game
- Team ID: For signing
- Provisioning profile: Required
Web
- HTML shell: Custom loading screen
- Canvas resize: Responsive
- Threads: Enable if needed
Pre-Export Checklist
Project Settings
Performance
Assets
Build
CI/CD Pipeline
GitHub Actions
name: Build and Export
on:
push:
branches: [main]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: 4.3.0
- name: Export Windows
run: godot --headless --export-release "Windows" build/windows/game.exe
- name: Export Linux
run: godot --headless --export-release "Linux" build/linux/game.x86_64
- name: Export Web
run: godot --headless --export-release "Web" build/web/game.html
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: builds
path: build/
Distribution Platforms
Steam
- Use Steamworks SDK
- Set up depot configuration
- Configure achievements
- Test with Steamworks
itch.io
- Upload HTML5 for web
- Upload builds for desktop
- Set up page with screenshots
Mobile Stores
- Google Play Store (Android)
- Apple App Store (iOS)
- Follow store guidelines
Debug vs Release
if OS.is_debug_build():
show_debug_info()
enable_cheats()
if not OS.is_debug_build():
disable_debug_logging()
enable_analytics()
Best Practices
- Test exports early: Don't wait until release
- Use export presets: Consistent builds
- Compress assets: Reduce download size
- Platform testing: Test on target hardware
- Version control: Tag releases
- Automate builds: CI/CD pipeline