thedivergentai/gd-agentic-skills

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.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, bu…

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-export-builds

Summary

  • 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.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping).
  • Use for release preparation or automated deployment.
  • Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.

Similar popular skills

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 12,197 B
  • docs SUMMARY.md 566 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 300 installs

SKILL.md

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 to user://.

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 + [exportandroidsigningenv.ps1](scripts/exportandroidsigningenv.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) [exportheadlesspipeline.ps1](scripts/exportheadlesspipeline.ps1) or [headlessbuild.sh](scripts/headlessbuild.sh) Manual Export UI tutorials
Web smoke Headless web preset + size report Desktop-only compression assumptions
Android release [exportandroidsigningenv.ps1](scripts/exportandroidsigningenv.ps1) Committed keystores
macOS direct distribute [exportmacosnotarizecmd.ps1](scripts/exportmacosnotarizecmd.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 [exportcigithubactions.yml](scripts/exportcigithubactions.yml) (Godot 4.7 images) Stale 4.2.x container pins
Steam depot upload [exportsteamupload.ps1](scripts/exportsteamupload.ps1) — if not shipping on Steam
PCK / DLC patches [exportpckpatchloader.gd](scripts/exportpckpatchloader.gd) — if no DLC
One-click all presets [exportuniversalmanager.gd](scripts/exportuniversalmanager.gd)
Version sync [exportversionsync.gd](scripts/exportversionsync.gd) / [versionmanager.gd](scripts/versionmanager.gd) Hardcoded version labels in UI only
Feature stripping [exportfeatureflagmanager.gd](scripts/exportfeatureflagmanager.gd)
Size audit [exportbuildsizereport.gd](scripts/exportbuildsizereport.gd)
Custom engine strip [exportcustombuildstripper.py](scripts/exportcustombuildstripper.py) — unless custom builds
Post-export zip/manifest [exportpostprocesshook.gd](scripts/exportpostprocesshook.gd)

Editor Export UI / template download prose: use Official Documentation links in Reference — or [export-setup-guide.md](references/export-setup-guide.md) for INI/CLI/platform checklists.

Available Scripts

MANDATORY: Read the script that matches the platform decision above before implementing.

  • [exportheadlesspipeline.ps1](scripts/exportheadlesspipeline.ps1)
  • [headlessbuild.sh](scripts/headlessbuild.sh)
  • [exportversionsync.gd](scripts/exportversionsync.gd) / [versionmanager.gd](scripts/versionmanager.gd)
  • [exportpostprocesshook.gd](scripts/exportpostprocesshook.gd)
  • [exportfeatureflagmanager.gd](scripts/exportfeatureflagmanager.gd)
  • [exportpckpatchloader.gd](scripts/exportpckpatchloader.gd)
  • [exportandroidsigningenv.ps1](scripts/exportandroidsigningenv.ps1)
  • [exportcustombuildstripper.py](scripts/exportcustombuildstripper.py)
  • [exportmacosnotarizecmd.ps1](scripts/exportmacosnotarizecmd.ps1)
  • [exportbuildsizereport.gd](scripts/exportbuildsizereport.gd)
  • [exportcigithubactions.yml](scripts/exportcigithubactions.yml) — pin 4.7 templates/executable
  • [exportsteamupload.ps1](scripts/exportsteamupload.ps1) — SteamPipe via steamcmd + VDF
  • [exportuniversalmanager.gd](scripts/exportuniversalmanager.gd)

CI Contract (4.7)

Workflows must pull Godot 4.7 editor + export templates (not 4.2.x). Prefer the checked-in [exportcigithubactions.yml](scripts/exportcigithubactions.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.loadresourcepack(path, true) — same-path resources override base. See [exportpckpatchloader.gd](scripts/exportpckpatchloader.gd).

2. VRAM Compression Audit

  • Desktop Forward+: S3TC/BPTC
  • Mobile: ETC2 / ASTC
  • Pixel art: compression off

3. SteamPipe Upload

Build locally/CI → [exportsteamupload.ps1](scripts/exportsteamupload.ps1) with STEAMUSER / STEAMPASS / STEAMCMDPATH env vars and an appbuild.vdf.

4. Universal Build Manager

Iterate presets from exportpresets.cfg via [exportuniversalmanager.gd](scripts/exportuniversal_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 tagsOS.hasfeature / custom tags that drive runtime stripping of debug tools and platform forks.
  • Command line tutorial--headless, --export-release, --export-debug, and --export-pack for CI and scripted pipelines.
  • Exporting packs, patches, and mods — PCK/DLC mounting with ProjectSettings.loadresource_pack for 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 pathsres:// vs user:// so exported builds do not write into read-only packed paths.

Related Skills

Prerequisites

  • godot-project-foundations — Project layout, project.godot version/icon settings, and import defaults must be sane before export presets and filters.
  • godot-gdscript-masteryEditorScript / plugin typing and OS.execute patterns 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 .gdignore hygiene that directly shrinks export footprint.

Downstream / consumers

Master

  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.