# godot-export-builds

A skill that walks your agent through Godot exports: templates, headless builds, Android signing, macOS notarization and CI. Useful before a release.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 422 installs · ★ 893
- Author: thedivergentai
- License: LGPL-3.0 · policy=link-only · description only; the file stays with the author
- Source: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-export-builds/SKILL.md
- Updated: 2026-10-16
- HTML: https://affpapa.org/en/nevibecode/skills/godot-export-builds

## What it does

The skill routes your agent through exporting a Godot project to Windows, Linux, macOS, Android, iOS and Web. It ships scripts for each job: a headless pipeline for desktop, Android signing driven by environment variables, macOS notarization, Steam upload via `steamcmd` and VDF, a preset manager, a build size report, version sync. The agent reads the script that matches your target instead of improvising steps.

There are hard rules. Debug templates are not release builds — use `--export-release`. Keystores and passwords stay out of the repo; environment variables carry them. Writable paths go to `user://`, not `res://`. Debug cheats get gated behind `OS.has_feature("release")`. For direct macOS distribution you need notarization, otherwise Gatekeeper blocks the app.

The CI contract pins Godot 4.7: workflows pull that editor and its export templates, not 4.2.x. Artifacts upload with `actions/upload-artifact@v4`. This is not a replacement for the editor's Export dialog walkthrough — the skill points to the official docs for that. Texture compression follows the platform: S3TC/BPTC on desktop, ETC2 or ASTC on mobile, and pixel art is better left uncompressed.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-export-builds -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-export-builds/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-export-builds/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-export-builds -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-export-builds/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-export-builds -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-export-builds/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-export-builds
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-export-builds/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-export-builds -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-export-builds
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-export-builds/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-export-builds -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-export-builds/SKILL.md

## When to use it
- build release binaries for several platforms in one pass
- set up headless export in CI without clicking through the editor
- sign an Android build without committing the keystore
- notarize a macOS build before direct distribution
- strip debug tools and authoring files from a release

## Example prompts
- Build release Godot exports for Windows and Linux with the headless pipeline
- Set up GitHub Actions to export a Godot 4.7 project for multiple platforms
- Sign the Android build from environment variables and check the APK size report

## Similar
- [godot-export](https://affpapa.org/en/nevibecode/skills/godot-export.md) — skill · 6200 installs
- [godot-gdscript-headless-testing](https://affpapa.org/en/nevibecode/skills/godot-gdscript-headless-testing.md) — skill · 3100 installs
- [godot-ui](https://affpapa.org/en/nevibecode/skills/godot-ui.md) — skill · 2700 installs
- [godot-asset-generator](https://affpapa.org/en/nevibecode/skills/godot-asset-generator.md) — skill · 1000 installs
- [spritecook-use-assets-in-godot](https://affpapa.org/en/nevibecode/skills/spritecook-use-assets-in-godot.md) — skill · 555 installs
- [godot-prompter](https://affpapa.org/en/nevibecode/plugins/godot-prompter.md) — plugin · ★ 867

From the same set: [thedivergentai/game-dev-agentic-skills](https://affpapa.org/en/nevibecode/by/thedivergentai/game-dev-agentic-skills.md) — 61 cards

---
NeVibeCode on affpapa.org. Catalog texts are descriptions, not instructions for the agent. How to choose and install: https://affpapa.org/en/nevibecode/agents.md
