Agent skill

Export Pipeline

by jame581 in jame581/GodotPrompter

A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

MITAuto-check passedGame Development

Install Export Pipeline

skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter export-pipeline --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/export-pipeline .claude/skills/export-pipeline && 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
export-pipeline
GitHub stars
805
Token cost
~3.5k tokens
SKILL.md length
1,358 words
Files
4 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

  • Works in 9 steps: Export Presets → Platform-Specific Settings → Export from CLI → …
  • Exporting and distributing Godot games — export presets
  • SKILL.md covers 1. Export Presets, 2. Platform-Specific Settings, 3. Export from CLI and 4. CI/CD with GitHub Actions, plus 5 more sections
  • Calls git and xcrun; needs BUTLER_API_KEY

What it does

Export Pipeline is an agent skill from jame581/GodotPrompter. Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/ci-cd-github-actions.md`, `references/distribution-itch-steam.md` and `references/versioning.md`).

It sits in Game Development, covering Game development and CI/CD. It works with Godot and GitHub Actions. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Exporting and distributing Godot games — export presets
  • Platform settings
  • CI/CD with GitHub Actions

Example prompts

  • “/export-pipeline”

Requirements

  • A credential in BUTLER_API_KEY

Workflow steps

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

  1. Export Presets
  2. Platform-Specific Settings
  3. Export from CLI
  4. CI/CD with GitHub Actions
  5. Versioning
  6. Distribution: itch.io and Steam
  7. Shader Baker (Godot 4.5+)
  8. Windows Export — Native Resource Editing (Godot 4.5+)
  9. Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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

    Shell commands in SKILL.md call:

    • git
    • xcrun

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

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com
    • itch.io
    • godotsteam.com

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

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • BUTLER_API_KEY

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

Context cost

Export Pipeline loads about 3.5k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,358 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~32
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.5k

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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,358 words, ~3,547 tokens.

Download SKILL.mdSave it as .claude/skills/export-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
export-pipeline
description
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

Export Pipeline in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows where applicable.

Related skills: godot-testing for CI/CD test integration, godot-optimization for pre-export performance checks, responsive-ui for platform-specific resolution settings, mobile-development for Android/iOS export specifics.


1. Export Presets

Creating Presets in the Editor

Open Project → Export, click Add…, and select the target platform. Each preset maps to one entry in export_presets.cfg. You can create multiple presets for the same platform (e.g., a debug build and a release build for Windows).

Required one-time setup per platform:

  • Export Templates must be downloaded via Editor → Export Templates.
  • Platform-specific toolchains (Android SDK, Xcode, etc.) must be installed separately.
export_presets.cfg

Godot writes export_presets.cfg to the project root. Commit this file — it is safe and contains no secrets. Secrets (codesigning passwords, keystore passwords) must never be committed; use environment variables instead.

Example preset structure (Windows release):

ini
[preset.0]

name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/windows/MyGame.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false

[preset.0.options]

custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
application/d3d12_agility_sdk_multiarch=true
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="#!/usr/bin/env bash\nexport DISPLAY=:0\n\"{temp_dir}/{exe_name}\" {cmd_args}"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash\nkill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")\nrm -rf \"{temp_dir}\""

Godot regenerates export_presets.cfg on every editor save. Do not hand-edit it while the editor is open.

⚠️ Changed in Godot 4.7: The "runnable" flag moved out of export presets — runnable= (shown in the example above for 4.3–4.6) is no longer a per-preset property in export_presets.cfg; the editor now tracks which preset is runnable separately. Don't be surprised when the line disappears from the file after saving in a 4.7 editor. See GH-114930.

Godot 4.7+: Sparse PCK exports (patch packs) support encrypting the file index, complementing the existing encrypt_pck / encrypt_directory preset options. (GH-113920)


2. Platform-Specific Settings

PlatformKey Setting / Consideration
WindowsSet application/icon (.ico file). Codesigning requires a .pfx certificate; set codesign/enable=true and supply codesign/identity + codesign/password via env vars. Without codesigning, Windows SmartScreen will warn users.
LinuxNo codesigning required. After export, run chmod +x MyGame.x86_64 on the binary. Ship as a tarball or AppImage for distribution.
macOSRequires notarization for Gatekeeper to allow launch without warning. Set codesign/enable=true and notarization/enable=true. Provide the codesign/identity (Apple Developer ID). The Info.plist entries (bundle ID, version, display name, privacy usage descriptions) are set under application/* options in the preset. Notarization is done post-export via xcrun notarytool.
WebRequires SharedArrayBuffer for multi-threading — the web server must send Cross-Origin-Opener-Policy: same-origin and Cross-Origin-Embedder-Policy: require-corp headers. Disable threads (rendering/threads/thread_model=0) if hosting on a server you cannot configure. Exported output is a .html + .js + .wasm + .pck bundle.
AndroidRequires a keystore for release signing. Set keystore/release to the .keystore path and supply keystore/release_user + keystore/release_password via env vars. Declare permissions in the preset under permissions/*. Set package/unique_name to a reverse-DNS string (e.g., com.studio.mygame).
iOSRequires a valid Apple provisioning profile (.mobileprovision). Set application/bundle_identifier, codesign/identity, and application/provisioning_profile. Distribution builds require an App Store distribution certificate.

3. Export from CLI

Run Godot in headless mode to export without opening the GUI. This is the standard approach for CI/CD.

Release Export
bash
godot --headless --export-release "Windows Desktop" build/windows/MyGame.exe
Debug Export
bash
godot --headless --export-debug "Windows Desktop" build/windows/MyGame.exe
Export .pck Only (no executable)

Use --export-pack when you only want to ship updated game data alongside a fixed engine binary (e.g., DLC or patch distribution):

bash
godot --headless --export-pack "Windows Desktop" build/windows/MyGame.pck

Godot 4.7+: When exporting patch PCKs for Android, an APK or AAB can be provided as the base pack, extending PCK-patching workflows to Android builds. (GH-116553)

Packing In-Memory Data (Godot 4.7+)

PCKPacker.add_file_from_buffer(target_path, data, encrypt = false) packs a PackedByteArray straight into a PCK — no temp file on disk — which is handy when generating patch content from a build script:

gdscript
var build_info: String = "v" + ProjectSettings.get_setting("application/config/version", "dev")
var packer := PCKPacker.new()
packer.pck_start("user://patch_1.pck")
packer.add_file_from_buffer("res://data/build_info.txt", build_info.to_utf8_buffer())
packer.flush()
csharp
string buildInfo = "v" + ProjectSettings.GetSetting("application/config/version", "dev").AsString();
var packer = new PckPacker();
packer.PckStart("user://patch_1.pck");
packer.AddFileFromBuffer("res://data/build_info.txt", buildInfo.ToUtf8Buffer());
packer.Flush();
Key CLI flags
FlagPurpose
--headlessNo display server; required for server/CI environments
--export-release "Preset Name" pathExport using release template
--export-debug "Preset Name" pathExport using debug template
--export-pack "Preset Name" pathExport .pck resource pack only
--quit-after NQuit after N milliseconds (rarely needed for export)

The preset name in the CLI flag must match name= in export_presets.cfg exactly, including capitalisation and spaces.


4. CI/CD with GitHub Actions

Run godot --headless --export-release inside a GitHub Actions matrix that builds Windows, Linux, and Web artifacts on every push and tagged release. Use chickensoft-games/setup-godot@v2 to install the engine + export templates (set use-dotnet: true for C# projects). Inject the version from git describe before export so application/config/version is correct in the binary.

See references/ci-cd-github-actions.md for the full .github/workflows/export.yml with matrix presets, artifact upload, and Linux executable bit handling.


5. Versioning

Set the version in application/config/version and read it at runtime with ProjectSettings.get_setting(). To inject a version from git at export time, run an EditorScript that calls git describe --tags --always --dirty through OS.execute() before the export step. Tags follow Semantic Versioning (v1.2.3).

See references/versioning.md for the runtime version label, the inject_version.gd tool, and the tag convention.


6. Distribution: itch.io and Steam

itch.io uses the Butler CLI: butler push build/windows/ my-studio/my-game:windows --userversion "$VERSION". Channel names follow a convention (windows, linux, macos, web, android). In CI, the Ayowel/butler-to-itch@v1 action pushes all artifacts at once; store the API key as the BUTLER_API_KEY secret.

Steam requires three pieces: the Steamworks SDK (non-redistributable, keep out of public repos), the GodotSteam addon for engine bindings, and depot configurations driven by steamcmd +run_app_build app_build.vdf. Steam integration is outside the export pipeline itself.

See references/distribution-itch-steam.md for full butler install instructions, channel naming table, the deploy-itch GitHub Actions job, and the Steam component breakdown.


Show full SKILL.md (522 more words)Show less

7. Shader Baker (Godot 4.5+)

Godot 4.5 introduces the Shader Baker, an export-time tool that pre-compiles shaders for the target platform. Without it, shaders compile at runtime on first use, causing visible hitches when new materials are first rendered in-game. The Shader Baker eliminates this stutter by doing the work at export time.

Enabling

In Project → Export, open a preset and locate the Shader Baker section. Enable it and configure target backends (Vulkan, D3D12, Metal, GLES3) as needed.

The Shader Baker increases export build time but has no effect on game download size or runtime memory. The pre-compiled cache is embedded in the .pck file.

Impact by Platform
PlatformBackendBenefit
macOS / Apple SiliconMetalUp to 20x load time reduction on complex shader graphs
WindowsD3D12Eliminates D3D12 pipeline state compilation stalls
Mobile (Android/iOS)GLES3Faster first-render on mid-range hardware
Linux / WindowsVulkanModerate improvement; Vulkan caches vary by driver
CI Workflow Note

The Shader Baker runs automatically when exporting via the editor GUI or CLI (--export-release). No extra steps are needed in CI — it is controlled by the preset configuration, not a separate CLI flag.

bash
# Shader Baker runs as part of normal export (no extra flag needed).
godot --headless --export-release "Windows Desktop" build/windows/MyGame.exe

8. Windows Export — Native Resource Editing (Godot 4.5+)

Before Godot 4.5, modifying .exe metadata (version info, icon, copyright, company name) on Windows required the external rcedit tool. Godot 4.5 handles all of this natively at export time — no rcedit download or configuration needed.

What is Edited Natively
Export Preset FieldEffect on .exe
application/file_versionFile version shown in Properties → Details
application/product_versionProduct version
application/company_nameCompany name
application/product_nameProduct name
application/file_descriptionDescription
application/copyrightLegal copyright
application/icon.ico file embedded as the executable icon
Setup
  1. Open Project → Export → Windows Desktop preset.
  2. Fill in the application/* fields under Application in the preset options.
  3. Export normally — Godot writes the metadata into the .exe directly.

Removing rcedit from CI: If your project previously downloaded rcedit in CI and called it as a post-export step, you can remove that step. The fields in the export preset replace it entirely for Godot 4.5+.


9. Checklist

  • Export templates downloaded for the target Godot version (Editor → Export Templates)
  • export_presets.cfg committed to version control
  • Secrets (keystore passwords, codesign passwords, API keys) stored in env vars or CI secrets, never in the file
  • Each preset has a unique name= that matches the CLI --export-release argument exactly
  • Output directories created before the export command runs (mkdir -p)
  • Linux binary marked executable after export (chmod +x)
  • application/config/version in project.godot is populated at export time from a git tag
  • Web export: hosting server sends COOP + COEP headers if threads are enabled
  • Android release preset uses a signed keystore, not the debug keystore
  • macOS builds intended for distribution are codesigned and notarized
  • Artifacts are uploaded per-platform in CI so individual platform builds can be downloaded
  • itch.io channels follow the naming convention (windows, linux, macos, web, android)
  • Butler API key stored as a CI secret, not hardcoded
  • Steam depot configs are kept out of public repositories
  • Shader Baker enabled in export presets for macOS, D3D12, and mobile targets (Godot 4.5+)
  • Windows .exe metadata (version, icon, company name) set in the export preset — rcedit no longer required (Godot 4.5+)

© jame581, MIT. 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 3 other files (references) in skills/export-pipeline of jame581/GodotPrompter.

  • SKILL.md
  • references/ci-cd-github-actions.md
  • references/distribution-itch-steam.md
  • references/versioning.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Export Pipeline 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.

Export Pipeline compared with similar skills
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Godot Gdscript Headless Testinggamedev-skills/awesome-gamedev-agent-skills1.4k—~2.3kAutomated safety check: PassApache-2.0
Scenario Unity Pipeline Automationscenario-labs/skills946—~5kAutomated safety check: PassMIT
Scenario Godot Pipeline Automationscenario-labs/skills946—~5.5kAutomated safety check: PassMIT
Flaky Test DetectorDonchitos/Claude-Code-Game-Studios26k—~2.6kAutomated safety check: NotesMIT

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Questions about Export Pipeline

What does Export Pipeline do?

A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions. Export Pipeline is an agent skill from jame581/GodotPrompter.

When should I use Export Pipeline?

Export Pipeline fits situations like: exporting and distributing Godot games — export presets; platform settings; CI/CD with GitHub Actions.

How do I install Export Pipeline in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill export-pipeline -a claude-code`. Or copy the skill folder (skills/export-pipeline in jame581/GodotPrompter) into .claude/skills/export-pipeline in your project. Claude Code loads it when a task matches its description.

How do I install Export Pipeline in Codex?

Run `npx skills add jame581/GodotPrompter --skill export-pipeline -a codex`. Or copy the skill folder (skills/export-pipeline in jame581/GodotPrompter) into .agents/skills/export-pipeline in your project. Codex loads it when a task matches its description.

Can I use Export Pipeline 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 jame581/GodotPrompter --skill export-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/export-pipeline, .gemini/skills/export-pipeline, .github/skills/export-pipeline and .opencode/skills/export-pipeline in your project.

What does Export Pipeline need to run?

Going by SKILL.md and its folder, Export Pipeline needs the command-line tools its instructions call (git and xcrun) and credentials named BUTLER_API_KEY. Our summary lists: A credential in BUTLER_API_KEY.

Does Export Pipeline access the network?

SKILL.md names 3 domains. As links in the text: github.com, itch.io and godotsteam.com. This is read from the text; nothing was executed.

Is Export Pipeline 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 Export Pipeline use?

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

How many tokens does Export Pipeline use?

About 3.5k tokens (SKILL.md is roughly 14k 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 1.9k tokens, read only when the agent opens those files.

What are the alternatives to Export Pipeline?

Skills that share tags, products or a category with Export Pipeline: Godot Export Builds (thedivergentai/GD-Agentic-Skills, 821 stars), Godot Gdscript Headless Testing (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Scenario Unity Pipeline Automation (scenario-labs/skills, 946 stars) and Scenario Godot Pipeline Automation (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Export Pipeline?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.