godot-export
Export and build a Godot 4.x 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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 4.3+**. ## 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 "<pres
- When to use
- Core workflow
- Patterns
- 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
- Pitfalls
- References
- Related skills
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 No window/GPU — for a server build or automated runs.
What does the godot-export skill do?
Export and build a Godot 4.x 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.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-export --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
