> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-export
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+.
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).
*Manage Export Templates* (download), or install the .tpz offline. Versions must
match the editor exactly.
Linux, Web, Android, iOS), set the export path, icons, features, and resource
include/exclude filters. Presets are saved to export_presets.cfg.
--export-release "<preset name>" <output path>.
needs the SDK/keystore; macOS/iOS need signing for distribution.
res://read-only; write to user://.
# Preset name must match exactly what's in Project > Export (quote it).
# Run from the project directory (where project.godot lives).
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
# Debug build (includes debug symbols / remote debug):
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe
# Export only the data pack (no executable):
godot --headless --export-pack "Linux/X11" build/game.pck
# No window/GPU — for a server build or automated runs.
godot --headless --path . res://server_main.tscn
# Quit after N main-loop iterations (frames, NOT seconds) — handy for a headless smoke test:
godot --headless --path . --quit-after 600
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()
# 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
beta/rc). Re-download via *Manage Export Templates* after upgrading Godot.
--export-release "Windows" fails if the preset isnamed "Windows Desktop". Names are case- and space-sensitive; quote them.
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.
res:// at runtime fails in exports (read-only, packed). Use user://..json, .txt)are not auto-included — add them via the preset's *Resources > Filters to export
non-resource files* (e.g. *.json).
release keystore, and the INTERNET permission for networked games.
blocked by Gatekeeper.
--export-debug enables remote debugging and debug checks; ship--export-release.
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.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/godot-export from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.