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Godot Export

gamedev-skills/godot-export

> 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.

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copies elsewhere
how many repositories repackaged it
401
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/gamedev-skills/awesome-gamedev-agent-skills --skill godot-export

The instruction itself

11 sections, as written by the author

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)

# 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

2. Run a project headless (dedicated server / tests)

# 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

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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/godot-export 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.