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…
Agent workflows
Design & UI
Testing
Use judgment
Installs
300
Stars
678
Security
No audit
Freshness
Unknown
Updated
—
First seen Feb 10, 2026
Installation
Project
Global
Entire repo
Entire repo (global)
$
npx skills add thedivergentai/gd-agentic-skills --skill godot-export-builds
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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 + [exportandroid signingenv.ps1](scripts/export androidsigning 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)
[exportheadless pipeline.ps1](scripts/exportheadless pipeline.ps1) or [headlessbuild.sh](scripts/headless build.sh)
Manual Export UI tutorials
Web smoke
Headless web preset + size report
Desktop-only compression assumptions
Android release
[exportandroid signingenv.ps1](scripts/export androidsigning env.ps1)
Committed keystores
macOS direct distribute
[exportmacos notarizecmd.ps1](scripts/export macosnotarize 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
[exportci githubactions.yml](scripts/export cigithub actions.yml) (Godot 4.7 images)
Stale 4.2.x container pins
Steam depot upload
[exportsteam upload.ps1](scripts/exportsteam upload.ps1)
— if not shipping on Steam
PCK / DLC patches
[exportpck patchloader.gd](scripts/export pckpatch loader.gd)
— if no DLC
One-click all presets
[exportuniversal manager.gd](scripts/exportuniversal manager.gd)
—
Version sync
[exportversion sync.gd](scripts/exportversion sync.gd) / [versionmanager.gd](scripts/version manager.gd)
Hardcoded version labels in UI only
Feature stripping
[exportfeature flagmanager.gd](scripts/export featureflag manager.gd)
—
Size audit
[exportbuild sizereport.gd](scripts/export buildsize report.gd)
—
Custom engine strip
[exportcustom buildstripper.py](scripts/export custombuild stripper.py)
— unless custom builds
Post-export zip/manifest
[exportpost processhook.gd](scripts/export postprocess hook.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.
[exportheadless pipeline.ps1](scripts/exportheadless pipeline.ps1)
[headlessbuild.sh](scripts/headless build.sh)
[exportversion sync.gd](scripts/exportversion sync.gd) / [versionmanager.gd](scripts/version manager.gd)
[exportpost processhook.gd](scripts/export postprocess hook.gd)
[exportfeature flagmanager.gd](scripts/export featureflag manager.gd)
[exportpck patchloader.gd](scripts/export pckpatch loader.gd)
[exportandroid signingenv.ps1](scripts/export androidsigning env.ps1)
[exportcustom buildstripper.py](scripts/export custombuild stripper.py)
[exportmacos notarizecmd.ps1](scripts/export macosnotarize cmd.ps1)
[exportbuild sizereport.gd](scripts/export buildsize report.gd)
[exportci githubactions.yml](scripts/export cigithub actions.yml) — pin 4.7 templates/executable
[exportsteam upload.ps1](scripts/exportsteam upload.ps1) — SteamPipe via steamcmd + VDF
[exportuniversal manager.gd](scripts/exportuniversal manager.gd)
CI Contract (4.7)
Workflows must pull Godot 4.7 editor + export templates (not 4.2.x). Prefer the checked-in [exportci githubactions.yml](scripts/export cigithub 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.loadresource pack(path, true) — same-path resources override base. See [exportpck patchloader.gd](scripts/export pckpatch loader.gd).
2. VRAM Compression Audit
Desktop Forward+: S3TC/BPTC
Mobile: ETC2 / ASTC
Pixel art: compression off
3. SteamPipe Upload
Build locally/CI → [exportsteam upload.ps1](scripts/exportsteam upload.ps1) with STEAMUSER / STEAMPASS / STEAMCMDPATH env vars and an appbuild.vdf.
4. Universal Build Manager
Iterate presets from exportpresets.cfg via [exportuniversalmanager.gd](scripts/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.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 paths — res:// 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-mastery — EditorScript / 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.