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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-16 | ✗→✓ | ▲ Improved | 54% | 0% |
| case-19 | ✗→✓ | ▲ Improved | 88% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 132% | 0% |
| case-02 | ✓→✓ | = Same ✓ | 15% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 2% | 0% |
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+.
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).
Manage Export Templates (download), or install the .tpz offline. Versions must match the editor exactly.
Linux, Web, Android, iOS), set the export path, icons, features, and resource include/exclude filters. Presets are saved to export_presets.cfg.
--export-release "<preset name>" <output path>.
needs the SDK/keystore; macOS/iOS need signing for distribution.
res://read-only; write to user://.
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
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
gdscriptfunc _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()
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
beta/rc). Re-download via Manage Export Templates after upgrading Godot.
--export-release "Windows" fails if the preset isnamed "Windows Desktop". Names are case- and space-sensitive; quote them.
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.
res:// at runtime fails in exports (read-only, packed). Use user://..json, .txt)are not auto-included — add them via the preset's Resources > Filters to export non-resource files (e.g. *.json).
release keystore, and the INTERNET permission for networked games.
blocked by Gatekeeper.
--export-debug enables remote debugging and debug checks; ship--export-release.
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.Other measured skills in the registry, with their headline benchmark lift.