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Gamedev Shipping Agent Skill

Use when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android AAB/keystore, iOS provisioning, store submission (Steam, Play, App Store, itch.io), headless build CI. NOT gameplay code inside the artifact (that is `godot`, `unity`, `unreal`), NOT hosting a web app or container (that is `deployment`).

10k tokens
context cost
the whole folder, loaded on every use
6
files
instructions only
0
copies elsewhere
how many repositories repackaged it
105
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/ericrisco/rsc-harness --skill gamedev-shipping

What comes with it

25 274 bytes besides the instruction
evals/README.md
evals/cases.yaml
references/mobile-and-desktop.md
references/stores-and-ci.md
references/web-export-headers.md

The instruction itself

14 sections, as written by the author

Ship the game — export, build & release (per engine · per platform)

Take a finished project from editor → signed, correctly-configured artifact → live on the

right target (desktop / web / mobile / store), with the platform gotchas that silently break a

build handled up front. This skill owns the *packaging and release boundary*; the engine skills

own the code that runs inside the artifact.

project ──[engine export/build]──▶ artifact ──[per-platform sign/config]──▶ target
Godot templates·Unity Build Profiles·Unreal Shipping    desktop·web·mobile    Steam·Play·App Store·itch

Version anchors (what "current" means here — July 2026)

| Tool | Target | Ship note |

| --- | --- | --- |

| Godot | 4.5 stable (4.6 dev) | Export templates must match the editor build exactly (4.5.1 editor ⇒ 4.5.1 templates). C#/.NET edition has NO web export — GDScript/standard only. |

| Unity | Unity 6 (6000.x) | "Build Settings" is now Build Profiles. IL2CPP backend for iOS/Android/WebGL. |

| Unreal | 5.6 | Ship in the Shipping config; test packaged builds in Development. |

| Android | JDK 17, target a recent API level | AAB required for Google Play (new apps + updates). APK only for sideload/itch/direct. |

| iOS/macOS | Xcode 16+, notarytool | altool notarization is dead — use xcrun notarytool. |

When NOT to use — and who owns it instead

| Ask | Owner | Why the line is there |

| --- | --- | --- |

| Gameplay, shaders, netcode, physics — any runtime logic | ../godot/SKILL.md, ../unity/SKILL.md, ../unreal/SKILL.md, ../gamedev-shaders/SKILL.md, ../gamedev-multiplayer/SKILL.md, ../gamedev-physics/SKILL.md | This skill packages code, it does not write it. The boundary is the export button. |

| Hosting a normal web app, API or container (Dockerfile, Coolify, Vercel, VPS) | ../deployment/SKILL.md | A WebAssembly game is *static files*; only its headers are special (below). Borrow its Actions + header-setting patterns. |

| Game feel, economy, narrative | ../game-design/SKILL.md, ../game-storytelling/SKILL.md | Design intent, not packaging. |

| Signing-key and CI secret handling in general | ../secure-coding/SKILL.md | The practice this skill assumes for keystores/certs. |

Decision rules (settle these before touching a build)

| Question | Rule |

| --- | --- |

| Web build uses threads / SharedArrayBuffer? | You must serve COOP: same-origin + COEP: require-corp (cross-origin isolation). No headers ⇒ no threads ⇒ boot failure. |

| Godot + C# + web? | Impossible today. Switch to GDScript for web, or ship that title desktop/mobile only. |

| Play Store? | AAB, signed with an upload key, Play App Signing on. Not APK. |

| macOS distribution outside the App Store? | codesign (Developer ID) → notarizestaple. Skipping = Gatekeeper blocks it. |

| Mac App Store? | Different cert (Apple Distribution) + sandbox entitlements; notarization is automatic, not manual. |

| Steam? | SteamPipe upload via steamcmd + an app_build VDF; set the default branch live in the partner site. |

| Quick public build / demo / jam? | itch.io + butler push. Tick "SharedArrayBuffer support" for threaded web builds. |

| Release config? | Godot release preset (debug off), Unity release/IL2CPP, Unreal Shipping. Never ship a debug/Development build. |

Export / build per engine

GodotEditor ▸ Manage Export Templates (match version), then Project ▸ Export, add one

preset per platform. Headless for CI:

godot --headless --export-release "Windows Desktop" build/game.exe
godot --headless --export-release "Web"             build/index.html
# Android AAB needs the Gradle build template + JDK 17 + a release keystore (see references)

Web preset toggles: Thread Support (⇒ needs COOP/COEP) and Extensions Support. Android

needs Project ▸ Install Android Build Template (enables *Use Gradle Build*).

UnityFile ▸ Build Profiles (formerly Build Settings). Create a profile per platform;

override Player Settings per profile (company/product name, bundle id, icons, scripting

backend). iOS/Android/WebGL force IL2CPP. CI headless:

Unity -quit -batchmode -nographics -projectPath . \
  -buildTarget Android -executeMethod BuildScript.PerformBuild -logFile -

Android: tick Build App Bundle (Google Play) for AAB; set the keystore in *Publishing Settings*.

WebGL: threads ⇒ COOP/COEP; keep decompression fallback for hosts that can't set gzip/br headers.

Unreal — build configurations, not "modes": Debug, DebugGame, Development (test packaged

builds — keeps logs/console), Test, Shipping (release — strips logging, most optimized). Package

via Platforms ▸ <target> ▸ Package Project, the Project Launcher, or UAT for CI:

RunUAT BuildCookRun -project="Game.uproject" -platform=Win64 \
  -clientconfig=Shipping -cook -stage -pak -package -archivedirectory=build

Android adds -distribution for an AAB; iOS requires a Mac + provisioning. Run the platform

Turnkey/SDK setup once (Android Studio + NDK, or Xcode) or the cook fails.

→ full per-engine preset/flag tables: references/mobile-and-desktop.md

and references/stores-and-ci.md.

Per-platform

Desktop (Windows / macOS / Linux) — the simplest path

| OS | Sign? | Gotcha |

| --- | --- | --- |

| Windows | Optional (Authenticode; EV avoids SmartScreen warm-up) | Unsigned still runs but SmartScreen warns; ship .exe + engine data next to it, or an installer. |

| Linux | No | Ship binary + data, or wrap as AppImage/Flatpak for a portable single file. |

| macOS | Required | Must codesign (Developer ID Application) + notarize + staple, or Gatekeeper refuses to open it. |

macOS notarization (the step everyone forgets):

codesign --deep --force --timestamp --options runtime \
  --sign "Developer ID Application: Studio (TEAMID)" Game.app
ditto -c -k --keepParent Game.app Game.zip
xcrun notarytool submit Game.zip --keychain-profile "AC" --wait   # store creds once via store-credentials
xcrun stapler staple Game.app                                     # staple so it verifies offline

--options runtime (Hardened Runtime) is mandatory for notarization. Codesign every bundled

.dylib/helper *before* the outer .app, inside-out.

Web — the header trap (read this before blaming your build)

Threaded WebAssembly builds (Godot with Thread Support, Unity WebGL with threads) use

SharedArrayBuffer, which browsers gate behind cross-origin isolation. The server must send:

Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp

Missing them ⇒ SharedArrayBuffer is not defined, a hang, or a blank canvas — even though the

files are fine. Where to set them:

  • Netlify _headers, Vercel vercel.json headers, nginx add_header — set both on the game path.
  • itch.io — tick "This file will be played in the browser" ▸ SharedArrayBuffer support; itch sets the headers for you.
  • GitHub Pagescannot set headers. Use a non-threaded export, or the coi-serviceworker shim (a service worker that re-serves with the headers).

COEP: require-corp also means every cross-origin subresource (fonts, analytics, embeds) must

send CORP/CORS or it's blocked. Godot C#/.NET has no web export at all — use GDScript.

→ per-host configs, the service-worker shim, COEP subresource fallout, a self-test snippet and the

Godot vs Unity web specifics: references/web-export-headers.md.

Mobile

Android — needs JDK 17 and the engine's Gradle build template. Ship AAB to Play

(Google re-signs and generates per-device APKs), APK for sideload/itch/direct. Generate a

release keystore once and reuse it forever (lose it = you can't update the app without Play App

Signing key reset):

keytool -genkey -v -keystore release.keystore -alias game \
  -keyalg RSA -keysize 2048 -validity 10000

Keep the keystore + passwords out of git (CI secret). versionCode must increase every upload.

iOS — Mac + Xcode + Apple Developer account. Bundle ID must match an App ID; pick a

provisioning profile (development / ad-hoc / App Store) and a signing certificate. Archive,

then upload to App Store Connect / TestFlight via Xcode Organizer or Transporter. CFBundleVersion

must increase per upload.

→ full keystore + Play App Signing, provisioning/TestFlight, Windows Authenticode and Linux

AppImage/Flatpak walkthroughs: references/mobile-and-desktop.md.

Store prep

  • Assets: platform icons (Android adaptive, iOS icon set, Windows .ico, macOS .icns), splash/launch, store screenshots per device class, a trailer where required.
  • Metadata: title, short + full description, keywords, category, support/privacy URLs, localized strings.
  • Age ratings: fill the IARC questionnaire (Play, Microsoft, Nintendo) or ESRB/PEGI/USK; Apple has its own age-rating questionnaire. Wrong answers = removal.
  • Google Play: AAB + Play App Signing, a recent target API level, content rating, and the Data safety form.
  • Steam: Steamworks partner + appid; define depots; upload with SteamPipe (steamcmd +run_app_build app_build_APPID.vdf); store page assets; set the branch live.
  • itch.io: butler push build/ user/game:channel --userversion 1.2.3 — channel name (e.g. windows, html5) picks the platform.
  • Mac App Store: Apple Distribution cert + App Sandbox entitlements (not Developer ID); notarization is handled by App Store submission.

→ Steamworks/SteamPipe VDF, butler channels, Play/App Store submission checklists:

references/stores-and-ci.md.

CI/CD for builds

Headless export in GitHub Actions; version from the run/commit so every artifact is traceable.

  • Godot: run in a container that bundles matching export templates (e.g. a barichello/godot-ci-style image), godot --headless --export-release.
  • Unity: game-ci/unity-builder + a license activation step (secrets); matrix over targets.
  • Unreal: needs a self-hosted runner with the engine installed (multi-GB); UAT BuildCookRun.
  • Signing in CI: import the keystore/cert from an encrypted secret at runtime, never commit it. macOS notarization runs on a macos-latest runner with notarytool + an App Store Connect API key.
  • Versioning: semver tag for releases; a monotonic build number from github.run_number or the git commit count feeds versionCode/CFBundleVersion/Steam build description.

→ ready per-engine workflows with signing: references/stores-and-ci.md.

Ship-time optimization

  • Texture compression per platform: ASTC (mobile), BCn/DXT (desktop), ETC2 (GLES fallback). Set per-platform import overrides — never ship uncompressed PNGs to mobile.
  • Strip the fat: Unity Managed Stripping Level: High + IL2CPP; Unreal Shipping drops logs/console; Godot — export only used resources and disable unused modules in a custom template.
  • Startup: small boot scene, stream/preload heavy assets, compress the .pck/data, use Ogg Vorbis over WAV. Web: enable gzip/brotli on .wasm/.pck.
  • Budgets: set a per-platform size budget (web especially — every MB is download latency) and check the final artifact against it before submitting.

Anti-patterns

| Anti-pattern | Do instead |

| --- | --- |

| Web build works locally, host it later | Set COOP/COEP now; file:// and simple servers hide the SharedArrayBuffer failure. |

| Planning a Godot C# web export | It doesn't exist in 4.x. GDScript for web, or no web. |

| Treating notarization as optional | On macOS, no notarize + staple = Gatekeeper blocks the app for every user. |

| Shipping an APK to the Play Store | Play requires AAB for new apps and updates. |

| Committing the keystore so CI can sign | Keystore/cert live in encrypted CI secrets, never in git. |

| Shipping the Development/Debug config | Ship Godot release / Unity IL2CPP release / Unreal Shipping — debug leaks console + is slow. |

| Export templates "close enough" (4.5 vs 4.5.1) | Godot templates must match the editor build exactly or export breaks. |

| Uncompressed textures | Per-platform compression (ASTC/BCn/ETC2) — raw textures blow memory + size. |

| Reusing an old versionCode/CFBundleVersion | Both must strictly increase or the store rejects the upload. |

Checklist

  • [ ] Release/Shipping config, not Debug/Development.
  • [ ] (Godot) export templates match the editor version exactly.
  • [ ] (Web, threaded) COOP same-origin + COEP require-corp served; boots without SharedArrayBuffer errors.
  • [ ] (Godot + web) confirmed GDScript, not C#/.NET.
  • [ ] (macOS) codesigned (Hardened Runtime) + notarized + stapled.
  • [ ] (Android) AAB for Play, JDK 17, release keystore in CI secrets, versionCode bumped.
  • [ ] (iOS) provisioning profile + signing cert correct, CFBundleVersion bumped.
  • [ ] Store assets: icons, splash, screenshots, metadata, age rating done.
  • [ ] Version/build number set from CI and traceable.
  • [ ] Textures compressed per platform; build size within budget.

How to use it

Copy the folder

Take ericrisco/gamedev-shipping from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.