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.
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.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.