Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Export Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows where applicable.
Related skills:godot-testing for CI/CD test integration, godot-optimization for pre-export performance checks, responsive-ui for platform-specific resolution settings, mobile-development for Android/iOS export specifics.
1. Export Presets
Creating Presets in the Editor
Open Project → Export, click Add…, and select the target platform. Each preset maps to one entry in export_presets.cfg. You can create multiple presets for the same platform (e.g., a debug build and a release build for Windows).
Required one-time setup per platform:
Export Templates must be downloaded via Editor → Export Templates.
Platform-specific toolchains (Android SDK, Xcode, etc.) must be installed separately.
export_presets.cfg
Godot writes export_presets.cfg to the project root. Commit this file — it is safe and contains no secrets. Secrets (codesigning passwords, keystore passwords) must never be committed; use environment variables instead.
Godot regenerates export_presets.cfg on every editor save. Do not hand-edit it while the editor is open.
⚠️ Changed in Godot 4.7: The "runnable" flag moved out of export presets — runnable= (shown in the example above for 4.3–4.6) is no longer a per-preset property in export_presets.cfg; the editor now tracks which preset is runnable separately. Don't be surprised when the line disappears from the file after saving in a 4.7 editor. See GH-114930.
Godot 4.7+: Sparse PCK exports (patch packs) support encrypting the file index, complementing the existing encrypt_pck / encrypt_directory preset options. (GH-113920)
2. Platform-Specific Settings
Platform
Key Setting / Consideration
Windows
Set application/icon (.ico file). Codesigning requires a .pfx certificate; set codesign/enable=true and supply codesign/identity + codesign/password via env vars. Without codesigning, Windows SmartScreen will warn users.
Linux
No codesigning required. After export, run chmod +x MyGame.x86_64 on the binary. Ship as a tarball or AppImage for distribution.
macOS
Requires notarization for Gatekeeper to allow launch without warning. Set codesign/enable=true and notarization/enable=true. Provide the codesign/identity (Apple Developer ID). The Info.plist entries (bundle ID, version, display name, privacy usage descriptions) are set under application/* options in the preset. Notarization is done post-export via xcrun notarytool.
Web
Requires SharedArrayBuffer for multi-threading — the web server must send Cross-Origin-Opener-Policy: same-origin and Cross-Origin-Embedder-Policy: require-corp headers. Disable threads (rendering/threads/thread_model=0) if hosting on a server you cannot configure. Exported output is a .html + .js + .wasm + .pck bundle.
Android
Requires a keystore for release signing. Set keystore/release to the .keystore path and supply keystore/release_user + keystore/release_password via env vars. Declare permissions in the preset under permissions/*. Set package/unique_name to a reverse-DNS string (e.g., com.studio.mygame).
iOS
Requires a valid Apple provisioning profile (.mobileprovision). Set application/bundle_identifier, codesign/identity, and application/provisioning_profile. Distribution builds require an App Store distribution certificate.
3. Export from CLI
Run Godot in headless mode to export without opening the GUI. This is the standard approach for CI/CD.
Godot 4.7+: When exporting patch PCKs for Android, an APK or AAB can be provided as the base pack, extending PCK-patching workflows to Android builds. (GH-116553)
Packing In-Memory Data (Godot 4.7+)
PCKPacker.add_file_from_buffer(target_path, data, encrypt = false) packs a PackedByteArray straight into a PCK — no temp file on disk — which is handy when generating patch content from a build script:
var build_info: String = "v" + ProjectSettings.get_setting("application/config/version", "dev")
var packer := PCKPacker.new()
packer.pck_start("user://patch_1.pck")
packer.add_file_from_buffer("res://data/build_info.txt", build_info.to_utf8_buffer())
packer.flush()
string buildInfo = "v" + ProjectSettings.GetSetting("application/config/version", "dev").AsString();
var packer = new PckPacker();
packer.PckStart("user://patch_1.pck");
packer.AddFileFromBuffer("res://data/build_info.txt", buildInfo.ToUtf8Buffer());
packer.Flush();
Key CLI flags
Flag
Purpose
--headless
No display server; required for server/CI environments
--export-release "Preset Name" path
Export using release template
--export-debug "Preset Name" path
Export using debug template
--export-pack "Preset Name" path
Export .pck resource pack only
--quit-after N
Quit after N milliseconds (rarely needed for export)
The preset name in the CLI flag must match name= in export_presets.cfg exactly, including capitalisation and spaces.
4. CI/CD with GitHub Actions
Run godot --headless --export-release inside a GitHub Actions matrix that builds Windows, Linux, and Web artifacts on every push and tagged release. Use chickensoft-games/setup-godot@v2 to install the engine + export templates (set use-dotnet: true for C# projects). Inject the version from git describe before export so application/config/version is correct in the binary.
See references/ci-cd-github-actions.md for the full .github/workflows/export.yml with matrix presets, artifact upload, and Linux executable bit handling.
5. Versioning
Reading the Version at Runtime
Store the version string in Project → Project Settings → Application → Config → Version. Then read it anywhere:
Tag your release commit, then inject the version at export time. The CI workflow above does this via sed, but you can also run a pre-export GDScript tool (EditorScript) if you prefer to keep it in-engine:
# tools/inject_version.gd — run with: godot --headless --script tools/inject_version.gd
@tool
extends EditorScript
func _run() -> void:
var git_output: Array = []
var exit_code := OS.execute("git", ["describe", "--tags", "--always", "--dirty"], git_output)
if exit_code != 0:
push_error("inject_version: git describe failed")
return
var version: String = (git_output[0] as String).strip_edges()
ProjectSettings.set_setting("application/config/version", version)
var err := ProjectSettings.save()
if err != OK:
push_error("inject_version: failed to save project.godot — error %d" % err)
else:
print("inject_version: set version to '%s'" % version)
Run it as part of a CI step before the export step:
Use Semantic Versioning tags: v1.2.3. git describe then produces v1.2.3-4-gabcdef for commits after a tag, giving you fully traceable builds.
6. Distribution: itch.io and Steam
itch.io uses the Butler CLI: butler push build/windows/ my-studio/my-game:windows --userversion "$VERSION". Channel names follow a convention (windows, linux, macos, web, android). In CI, the Ayowel/butler-to-itch@v1 action pushes all artifacts at once; store the API key as the BUTLER_API_KEY secret.
Steam requires three pieces: the Steamworks SDK (non-redistributable, keep out of public repos), the GodotSteam addon for engine bindings, and depot configurations driven by steamcmd +run_app_build app_build.vdf. Steam integration is outside the export pipeline itself.
See references/distribution-itch-steam.md for full butler install instructions, channel naming table, the deploy-itch GitHub Actions job, and the Steam component breakdown.
7. Shader Baker (Godot 4.5+)
Godot 4.5 introduces the Shader Baker, an export-time tool that pre-compiles shaders for the target platform. Without it, shaders compile at runtime on first use, causing visible hitches when new materials are first rendered in-game. The Shader Baker eliminates this stutter by doing the work at export time.
Enabling
In Project → Export, open a preset and locate the Shader Baker section. Enable it and configure target backends (Vulkan, D3D12, Metal, GLES3) as needed.
The Shader Baker increases export build time but has no effect on game download size or runtime memory. The pre-compiled cache is embedded in the .pck file.
Impact by Platform
Platform
Backend
Benefit
macOS / Apple Silicon
Metal
Up to 20x load time reduction on complex shader graphs
Windows
D3D12
Eliminates D3D12 pipeline state compilation stalls
Mobile (Android/iOS)
GLES3
Faster first-render on mid-range hardware
Linux / Windows
Vulkan
Moderate improvement; Vulkan caches vary by driver
CI Workflow Note
The Shader Baker runs automatically when exporting via the editor GUI or CLI (--export-release). No extra steps are needed in CI — it is controlled by the preset configuration, not a separate CLI flag.
# Shader Baker runs as part of normal export (no extra flag needed).
godot --headless --export-release "Windows Desktop" build/windows/MyGame.exe
8. Windows Export — Native Resource Editing (Godot 4.5+)
Before Godot 4.5, modifying .exe metadata (version info, icon, copyright, company name) on Windows required the external rcedit tool. Godot 4.5 handles all of this natively at export time — no rcedit download or configuration needed.
What is Edited Natively
Export Preset Field
Effect on .exe
application/file_version
File version shown in Properties → Details
application/product_version
Product version
application/company_name
Company name
application/product_name
Product name
application/file_description
Description
application/copyright
Legal copyright
application/icon
.ico file embedded as the executable icon
Setup
Open Project → Export → Windows Desktop preset.
Fill in the application/* fields under Application in the preset options.
Export normally — Godot writes the metadata into the .exe directly.
Removing rcedit from CI: If your project previously downloaded rcedit in CI and called it as a post-export step, you can remove that step. The fields in the export preset replace it entirely for Godot 4.5+.
9. Checklist
Export templates downloaded for the target Godot version (Editor → Export Templates)
export_presets.cfg committed to version control
Secrets (keystore passwords, codesign passwords, API keys) stored in env vars or CI secrets, never in the file
Each preset has a unique name= that matches the CLI --export-release argument exactly
Output directories created before the export command runs (mkdir -p)
Linux binary marked executable after export (chmod +x)
application/config/version in project.godot is populated at export time from a git tag
Web export: hosting server sends COOP + COEP headers if threads are enabled
Android release preset uses a signed keystore, not the debug keystore
macOS builds intended for distribution are codesigned and notarized
Artifacts are uploaded per-platform in CI so individual platform builds can be downloaded