| name | godot-export |
| description | Export and build a Godot 4.x 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.
|
| license | Apache-2.0 |
| compatibility | Godot 4.3+ |
| metadata | {"engine":"godot","category":"godot","difficulty":"intermediate"} |
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 4.3+.
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
- Install export templates matching your engine version: Editor menu >
Manage Export Templates (download), or install the
.tpz offline. Versions must
match the editor exactly.
- 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.
- Export from the editor with Export Project (release) or Export PCK/ZIP.
- Or export headless from the CLI for automation/CI using
--export-release "<preset name>" <output path>.
- Per platform: Web needs cross-origin isolation (COOP/COEP) for threads; Android
needs the SDK/keystore; macOS/iOS need signing for distribution.
- 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)
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
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe
godot --headless --export-pack "Linux/X11" build/game.pck
2. Run a project headless (dedicated server / tests)
godot --headless --path . res://server_main.tscn
godot --headless --path . --quit-after 600
3. Detect the build context at runtime
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.