Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .claude/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Type this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .agents/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .cursor/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .gemini/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .github/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add jame581/GodotPrompter --skill export-pipeline -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "export-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/export-pipeline into .opencode/skills/export-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "export-pipeline", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
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.
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.
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.
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
Platform
Key Setting / Consideration
Windows
Set 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.
Linux
No codesigning required. After export, run chmod +x MyGame.x86_64 on the binary. Ship as a tarball or AppImage for distribution.
macOS
Requires 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.
Web
Requires 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.
Android
Requires 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).
iOS
Requires 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.
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
Flag
Purpose
--headless
No display server; required for server/CI environments
--export-release "Preset Name" path
Export using release template
--export-debug "Preset Name" path
Export using debug template
--export-pack "Preset Name" path
Export .pck resource pack only
--quit-after N
Quit 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
Platform
Backend
Benefit
macOS / Apple Silicon
Metal
Up to 20x load time reduction on complex shader graphs
Windows
D3D12
Eliminates D3D12 pipeline state compilation stalls
Mobile (Android/iOS)
GLES3
Faster first-render on mid-range hardware
Linux / Windows
Vulkan
Moderate 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 Field
Effect on .exe
application/file_version
File version shown in Properties → Details
application/product_version
Product version
application/company_name
Company name
application/product_name
Product name
application/file_description
Description
application/copyright
Legal copyright
application/icon
.ico file embedded as the executable icon
Setup
Open Project → Export → Windows Desktop preset.
Fill in the application/* fields under Application in the preset options.
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
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.
Run GDScript test suites from the command line with godot --headless, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges.
A skill your agent uses when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing…
A skill your agent uses when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import…
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
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.