MCPInstall

godot-export

Export and build a Godot 4.7 project for distribution: install export templates, 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 exportpresets.cfg, building for web/desktop/mobile, or automating builds from the command line.

Installs
6.5K
Last 24h
+337
Trending rank
#894
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-export
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-export automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·The skill provides standard documentation and instructions for exporting Godot 4.7 projects across various platforms. No security issues or malicious patterns were detected.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

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 4.7.

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

  1. Install export templates matching your engine version: Editor menu > Manage Export Templates (download), or install the .tpz offline. Versions must match the editor exactly. Since 4.7 the downloader can fetch templates for a single platform or architecture instead of the full set.
  2. 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.
  3. Export from the editor with Export Project (release) or Export PCK/ZIP.
  4. Or export headless from the CLI for automation/CI using --export-release "<preset name>" <output path>.
  5. Per platform: Web needs cross-origin isolation (COOP/COEP) only if the preset's Thread Support is on (off by default); Android needs the SDK/keystore; macOS/iOS need signing for distribution.
  6. 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"           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" build/game.pck

# Export only files changed since the given base pack(s):
godot --headless --export-patch "Linux" build/patch1.pck --patches 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. Builds with the preset's Thread Support option enabled 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. If the host cannot set headers (GitHub Pages), leave Thread Support off — the default since 4.3.
  • 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.

Related skills

  • 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.

FAQ

What does the godot-export skill do?

Export and build a Godot 4.7 project for distribution: install export templates, 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 exportpresets.cfg, building for web/desktop/mobile, or automating builds from the command line.

How do I install godot-export?

Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-export in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-export/ (personal) or .claude/skills/godot-export/ (project).

Which AI agents can use godot-export?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is godot-export safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains godot-export?

It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,530 recorded installs.

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