
godot-export-builds
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.hasfeature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: exportpreset, exporttemplate, headlessexport, platformspecific, featureflag, CICD, buildoptimization, codesign, AndroidSDK.
- Installs
- 427
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-export-builds- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-export-builds automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Export & Builds
Headless / CI / platform release plumbing — not Editor → Export click-path tutorials.
NEVER Do (Expert Export Rules)
Platform & Validation
- NEVER export to production without a smoke test — Editor play ≠ Web/Mobile/Console constraints.
- NEVER skip macOS notarization for direct distribution — Gatekeeper blocks unsigned apps (Steam/App Store distribution can substitute).
- NEVER use ad-hoc writable
res://paths in builds — Saves/logs go touser://.
Performance & Size
- NEVER ship Debug templates as release — Use
--export-release. - NEVER include raw authoring junk — Filter
.md/.psd/ docs out of presets. - NEVER ignore VRAM compression on Web/Mobile — Enable ASTC/ETC2 (keep pixel art uncompressed).
Security
- NEVER commit keystores or passwords — Env vars + export_android_signing_env.ps1.
- NEVER leave debug cheats in release — Gate with
OS.has_feature("release"). - NEVER enable Shader Baker on dedicated server exports — Wasted build time; baker is for visual clients.
Platform Decision Tree
| Target | MANDATORY scripts / actions | Do NOT Load |
|---|---|---|
| Desktop smoke (Win/Linux) | export_headless_pipeline.ps1 or headless_build.sh | Manual Export UI tutorials |
| Web smoke | Headless web preset + size report | Desktop-only compression assumptions |
| Android release | export_android_signing_env.ps1 | Committed keystores |
| macOS direct distribute | export_macos_notarize_cmd.ps1 | Skipping notarize "because Steam exists" when not on Steam |
| Dedicated server | Headless server preset, baker off | Client shader baker / UI feature packs |
| CI multi-platform | export_ci_github_actions.yml (Godot 4.7 images) | Stale 4.2.x container pins |
| Steam depot upload | export_steam_upload.ps1 | — if not shipping on Steam |
| PCK / DLC patches | export_pck_patch_loader.gd | — if no DLC |
| One-click all presets | export_universal_manager.gd | — |
| Version sync | export_version_sync.gd / version_manager.gd | Hardcoded version labels in UI only |
| Feature stripping | export_feature_flag_manager.gd | — |
| Size audit | export_build_size_report.gd | — |
| Custom engine strip | export_custom_build_stripper.py | — unless custom builds |
| Post-export zip/manifest | export_post_process_hook.gd | — |
Editor Export UI / template download prose: use Official Documentation links in Reference — or export-setup-guide.md for INI/CLI/platform checklists.
Available Scripts
MANDATORY: Read the script that matches the platform decision above before implementing.
- export_headless_pipeline.ps1
- headless_build.sh
- export_version_sync.gd / version_manager.gd
- export_post_process_hook.gd
- export_feature_flag_manager.gd
- export_pck_patch_loader.gd
- export_android_signing_env.ps1
- export_custom_build_stripper.py
- export_macos_notarize_cmd.ps1
- export_build_size_report.gd
- export_ci_github_actions.yml — pin 4.7 templates/executable
- export_steam_upload.ps1 — SteamPipe via
steamcmd+ VDF - export_universal_manager.gd
CI Contract (4.7)
Workflows must pull Godot 4.7 editor + export templates (not 4.2.x). Prefer the checked-in export_ci_github_actions.yml over pasted legacy YAML. Artifacts upload with actions/upload-artifact@v4.
Expert Export Patterns
1. Platform-Specific Patching (Delta Updates)
Mount external PCKs with ProjectSettings.load_resource_pack(path, true) — same-path resources override base. See export_pck_patch_loader.gd.
2. VRAM Compression Audit
- Desktop Forward+: S3TC/BPTC
- Mobile: ETC2 / ASTC
- Pixel art: compression off
3. SteamPipe Upload
Build locally/CI → export_steam_upload.ps1 with STEAM_USER / STEAM_PASS / STEAMCMD_PATH env vars and an app_build.vdf.
4. Universal Build Manager
Iterate presets from export_presets.cfg via export_universal_manager.gd for one-click multi-platform consistency.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Exporting (tutorial index) — Entry map for presets, templates, platform guides, feature tags, and PCK workflows before platform deep-dives.
- Exporting projects — Export presets, template install, include/exclude filters, and release vs debug template choice.
- Feature tags —
OS.has_feature/ custom tags that drive runtime stripping of debug tools and platform forks. - Command line tutorial —
--headless,--export-release,--export-debug, and--export-packfor CI and scripted pipelines. - Exporting packs, patches, and mods — PCK/DLC mounting with
ProjectSettings.load_resource_packfor delta updates. - Exporting for Android — SDK, keystore, and signing env expectations for store and CI Android builds.
- Exporting for macOS — Codesign, notarization, and universal binary options required for Gatekeeper distribution.
- Exporting for Web — Threading/SharedArrayBuffer, VRAM compression, and HTML5 shell constraints for web smoke tests.
- Exporting for dedicated servers — Headless server templates and why client-only bake steps (e.g. shader baker) waste server builds.
- EditorExportPlugin — Hook API for post-export zip/manifest steps shared across team export presets.
- Optimizing for size — SCons module stripping and size flags when custom templates must beat stock binary weight.
- Data paths —
res://vsuser://so exported builds do not write into read-only packed paths.
Related Skills
Prerequisites
- godot-project-foundations — Project layout,
project.godotversion/icon settings, and import defaults must be sane before export presets and filters. - godot-gdscript-mastery —
EditorScript/ plugin typing andOS.executepatterns used by version sync, universal export, and post-process hooks.
Complements
- godot-platform-desktop — Windows/Linux/macOS runtime quirks (icons, windowing, Steam) that export presets must match.
- godot-platform-mobile — Android/iOS permission, orientation, and input assumptions that belong in mobile export options.
- godot-platform-web — Web host constraints (CORS, threads, memory) that decide Web export type and smoke-test matrix.
- godot-platform-console — Console certification packaging flows that extend beyond desktop/mobile export templates.
- godot-adapt-desktop-to-mobile — Touch/UI/safe-area adaptations that must ship in mobile feature-tagged builds, not desktop-only assets.
- godot-debugging-profiling — Profile export vs editor differences (shader compile, memory) before blaming preset filters.
- godot-testing-patterns — Automated smoke tests against headless/CI artifacts so “runs in editor” never ships alone.
- godot-save-load-systems — Persist under
user://; export filters must not strip save schemas players need after install. - godot-resource-data-patterns — Resource packing and
.gdignorehygiene that directly shrinks export footprint.
Downstream / consumers
- godot-performance-optimization — Escalate when release builds still fail budgets after filters, VRAM compression, and template choice.
- godot-server-architecture — Consumes dedicated-server export presets and headless pipelines for authoritative hosts.
- godot-multiplayer-networking — Client/server binary pairs and feature tags for dedicated vs listen-server packaging.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.
FAQ
What does the godot-export-builds skill do?
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.hasfeature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: exportpreset, exporttemplate, headlessexport, platformspecific, featureflag, CICD, buildoptimization, codesign, AndroidSDK.
How do I install godot-export-builds?
Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-export-builds 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-builds/ (personal) or .claude/skills/godot-export-builds/ (project).
Which AI agents can use godot-export-builds?
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-builds safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains godot-export-builds?
It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 427 recorded installs.
More from thedivergentai/game-dev-agentic-skills
godot-master
thedivergentai/game-dev-agentic-skills
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
godot-shaders-basics
thedivergentai/game-dev-agentic-skills
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.
godot-2d-animation
thedivergentai/game-dev-agentic-skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
godot-ui-theming
thedivergentai/game-dev-agentic-skills
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.
godot-gdscript-mastery
thedivergentai/game-dev-agentic-skills
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.
godot-particles
thedivergentai/game-dev-agentic-skills
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emissionshape, colorramp, subemitter, oneshot.
Popular devops & cloud skills
microsoft-foundry
microsoft/azure-skills
Build, deploy, evaluate, optimize, fine-tune, and manage Microsoft Foundry agents, models, and resources end to end. USE FOR: foundry, azd ai agent, azd provision/deploy, hosted agent scaffold/develop/run/deploy/troubleshoot, prompt agent create, managed harness agent create, GitHub Copilot harness agent, create agent, update agent, add tool to agent, invoke agent, agent insights, evaluate agent, batch eval, continuous eval, continuous monitoring, agent CI/CD, optimize prompt, improve prompt, optimize agent instructions, Agent Optimizer scaffold, dataset curation from traces, deploy model, model fine-tuning (SFT/DPO/RFT), Foundry project, RBAC, role assignment, permissions, quota, capacity, region, deployment failure, AI Services, create Foundry resource, knowledge index, customize deployment, onboard, availability, training-data, grader, distillation, large file upload. DO NOT USE FOR: Azure Functions, App Service, general Azure deploy (use azure-deploy), general Azure prep (use azure
azure-diagnostics
microsoft/azure-skills
Debug Azure production issues on Azure using AppLens, Azure Monitor, resource health, and safe triage. WHEN: debug production issues, troubleshoot app service, app service high CPU, app service deployment failure, troubleshoot container apps, container app 503 or target port mismatch, troubleshoot functions, function telemetry missing or stopped after a config/connection-string change, troubleshoot AKS, VM RDP, Linux SSH, VM black screen, can't connect to VM, reset VM password, NSG or firewall blocking, kubectl cannot connect, kube-system/CoreDNS failures, pod pending, crashloop, node not ready, upgrade failures, analyze logs, KQL, insights, image pull failures, cold start issues, health probe failures, resource health, root cause of errors, troubleshoot event hubs, troubleshoot service bus, messaging SDK error, AMQP connection failure, message lock lost, lock renewal during long-running processing, service bus dead letter.
azure-prepare
microsoft/azure-skills
Prepare azd-based Azure projects for deployment: generates azure.yaml, infrastructure (Bicep/Terraform), and Dockerfiles for the Azure Developer CLI (azd) workflow. USE ONLY when the user explicitly wants to use azd as the deployment tool, or the project already has an azure.yaml file. DO NOT USE FOR: non-azd deployments, Python App Service code-only deploys (use python-appservice-deploy), or cross-cloud migration (use azure-cloud-migrate). WHEN: prepare app for azd, create azure.yaml, set up azd infrastructure, modernize app for Azure with azd, deploy with azd, function app, timer trigger, service bus trigger, event-driven function, managed identity, generate Bicep, generate Terraform, create and deploy to Azure.
azure-ai
microsoft/azure-skills
Use for Azure AI: Search, Speech, OpenAI, Document Intelligence. Helps with search, vector/hybrid search, speech-to-text, text-to-speech, transcription, OCR. WHEN: AI Search, query search, vector search, hybrid search, semantic search, speech-to-text, text-to-speech, transcribe, OCR, convert text to speech.
azure-deploy
microsoft/azure-skills
Execute Azure deployments for ALREADY-PREPARED applications that have existing .azure/deployment-plan.md and infrastructure files. DO NOT use this skill when the user asks to CREATE a new application — use azure-prepare instead. This skill runs azd up, azd deploy, terraform apply, and az deployment commands with built-in error recovery. Requires .azure/deployment-plan.md from azure-prepare and validated status from azure-validate. WHEN: "run azd up", "run azd deploy", "execute deployment", "push to production", "push to cloud", "go live", "ship it", "bicep deploy", "terraform apply", "publish to Azure", "launch on Azure". DO NOT USE WHEN: "create and deploy", "build and deploy", "create a new app", "set up infrastructure", "create and deploy to Azure using Terraform" — use azure-prepare for these.
azure-validate
microsoft/azure-skills
Pre-deployment validation for Azure readiness. Run deep checks on configuration, infrastructure (Bicep or Terraform), RBAC role assignments, managed identity permissions, and prerequisites before deploying. WHEN: validate my app, check deployment readiness, run preflight checks, verify configuration, check if ready to deploy, validate azure.yaml, validate Bicep, test before deploying, troubleshoot deployment errors, validate Azure Functions, validate function app, validate serverless deployment, verify RBAC roles, check role assignments, review managed identity permissions, what-if analysis, validate Container Apps deployment.