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…

Apache-2.0Auto-check passedGame Development

Install Godot Export

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-export --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot/godot-export .claude/skills/godot-export && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-export
GitHub stars
1.4k
Token cost
~1.4k tokens
SKILL.md length
449 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

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…

  • Works in 4 steps: Headless CLI export (CI-friendly) → Run a project headless (dedicated server… → Detect the build context at runtime → …
  • Exporting a Godot game
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Export is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/presets-and-cli.md`).

It sits in Game Development, covering Game development. It works with Godot, Android, macOS and Linux. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Exporting a Godot game
  • Configuring exportpresets.cfg
  • Building for web/desktop/mobile
  • Automating builds from the command line

Example prompts

  • “/godot-export”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Headless CLI export (CI-friendly)
  2. Run a project headless (dedicated server / tests)
  3. Detect the build context at runtime
  4. Choose write paths that survive export

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash and gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Export loads about 1.4k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 101 tokens; SKILL.md has 449 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~101
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 449 words, ~1,394 tokens.

Download SKILL.mdSave it as .claude/skills/godot-export/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
godot-export
description
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 export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.

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.
  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) for threads; 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)
bash
# 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)
bash
# 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
gdscript
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
gdscript
# 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
Show full SKILL.md (222 more words)Show less

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.
  • 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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/godot/godot-export of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/presets-and-cli.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Godot Export next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Export compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Export this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
Godot Export Buildsthedivergentai/GD-Agentic-Skills821—~3kAutomated safety check: PassLGPL-3.0
Scenario Godot Performance Exportscenario-labs/skills946—~5.1kAutomated safety check: NotesMIT
Godot Platform Desktopthedivergentai/GD-Agentic-Skills821—~2.8kAutomated safety check: PassLGPL-3.0
Gamedev Shippingericrisco/rsc-harness180—~3.5kAutomated safety check: PassMIT
Godot Admob Troubleshootpoingstudios/godot-admob-plugin632—~812Automated safety check: PassMIT

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Questions about Godot Export

What does Godot Export 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…. Godot Export is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.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.

When should I use Godot Export?

Godot Export fits situations like: exporting a Godot game; configuring exportpresets.cfg; building for web/desktop/mobile; automating builds from the command line.

How do I install Godot Export in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export -a claude-code`. Or copy the skill folder (skills/godot/godot-export in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/godot-export in your project. Claude Code loads it when a task matches its description.

How do I install Godot Export in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export -a codex`. Or copy the skill folder (skills/godot/godot-export in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/godot-export in your project. Codex loads it when a task matches its description.

Can I use Godot Export in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-export, .gemini/skills/godot-export, .github/skills/godot-export and .opencode/skills/godot-export in your project.

What does Godot Export need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Export is instructions for the agent only.

Does Godot Export access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Export safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Export use?

Godot Export is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Export use?

About 1.4k tokens (SKILL.md is roughly 5.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 976 tokens, read only when the agent opens those files.

What are the alternatives to Godot Export?

Skills that share tags, products or a category with Godot Export: Godot Export Builds (thedivergentai/GD-Agentic-Skills, 821 stars), Scenario Godot Performance Export (scenario-labs/skills, 946 stars), Godot Platform Desktop (thedivergentai/GD-Agentic-Skills, 821 stars) and Gamedev Shipping (ericrisco/rsc-harness, 180 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Export?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.