back
loading skill details...
Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless…
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
Install export templates matching your engine version: Editor menu >
Manage Export Templates (download), or install the .tpz offline. Versions must
match the editor exactly.
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.
Export from the editor with Export Project (release) or Export PCK/ZIP.
Or export headless from the CLI for automation/CI using
--export-release "<preset name>" <output path>.
Per platform: Web needs cross-origin isolation (COOP/COEP) for threads; Android
needs the SDK/keystore; macOS/iOS need signing for distribution.
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/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
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. HTML5 builds that use threads 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.
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.don't have the plugin yet? install it then click "run inline in claude" again.