一键导入
defold-project-build
Builds the project using the running Defold editor, returns build errors, and launches the game if build succeeds.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Builds the project using the running Defold editor, returns build errors, and launches the game if build succeeds.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
Fetches Defold API documentation. Use when working with Defold engine APIs, looking up Lua/C++ functions, or needing API reference for game development.
Searches the Defold Asset Store for community libraries and extensions. Use BEFORE writing custom modules for pathfinding, RNG, UI, save/load, localization, tweening, input handling, etc. Helps find, compare, and install Defold dependencies.
Fetches Defold manuals and documentation. Use when looking up how Defold features work, understanding concepts, components, workflows, platform setup, or needing guidance beyond API reference.
Fetches Defold code examples by topic. Use when looking for practical implementation patterns, sample code, or how to do something specific in Defold.
Defold native extension development. Use when creating or editing C/C++ (.c, .cpp, .h, .hpp), JavaScript (.js), or manifest files in native extension directories (src/, include/, lib/, api/).
Downloads Defold project dependencies into .deps/ folder. Also provides recommended game.project settings. Use FIRST before any other task when .deps/ folder is missing or empty, or after editing dependency URLs in game.project. Also use when creating a new project, configuring game.project, or asking about recommended project settings.
基于 SOC 职业分类
| name | defold-project-build |
| description | Builds the project using the running Defold editor, returns build errors, and launches the game if build succeeds. |
Build and run a Defold project by sending HTTP requests to the running Defold editor.
The editor writes its HTTP port to .internal/editor.port in the project root. Read this file to get the port number.
Windows (PowerShell):
$port = Get-Content .internal/editor.port
Linux/macOS:
port=$(cat .internal/editor.port)
If the file does not exist, the editor is not running or the project is not open.
Send a POST request to the /command/build endpoint.
Windows (PowerShell):
Invoke-RestMethod -Uri "http://127.0.0.1:$port/command/build" -Method Post
Linux/macOS:
curl -X POST "http://127.0.0.1:$port/command/build" --silent
The response is JSON with two fields:
success (boolean) — whether the build succeeded.issues (array) — list of build issues (empty on success).If success is true, the build succeeded and the editor launches the game automatically.
If success is false, each entry in issues contains:
| Field | Description |
|---|---|
severity | "error" or "warning" |
message | Human-readable description |
resource | Absolute project path (e.g. /main/logo.script) |
range.start.line | Start line (0-based) |
range.start.character | Start column (0-based) |
range.end.line | End line (0-based) |
range.end.character | End column (0-based) |
After a successful build and launch, read runtime logs from the editor console:
Windows (PowerShell):
Invoke-RestMethod -Uri "http://127.0.0.1:$port/console" -Method Get
Linux/macOS:
curl "http://127.0.0.1:$port/console" --silent
.internal/editor.port./command/build./console for runtime logs if needed.{
"success": true,
"issues": []
}
{
"success": false,
"issues": [
{
"severity": "error",
"message": "go.property declaration should be a top-level statement",
"resource": "/main/logo.script",
"range": {
"start": { "line": 3, "character": 4 },
"end": { "line": 3, "character": 35 }
}
}
]
}