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Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
Passed 22 of 22 test cases with the skill, and 9 of 22 without it.
and 14 more in the full report
13 fixed9 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
My Godot 4 mobile game renders black textures on several low-end Android devices. Which project setting for VRAM compression must be enabled to support Android GPU texture formats?
| Checked | Without skill | With skill |
|---|---|---|
| Enables rendering/textures/vram_compression/import_etc2_astc | Missed | Passed |
The instructions your model reads when the skill loads.
Ship a Godot 4.x game to Android and iOS. This covers the platform-specific deltas beyond a generic export: signing, lifecycle, permissions, plugins, IAP, device features, and the mobile renderer/perf budget.
Related skills: export-pipeline for the generic export flow and CI/CD, responsive-ui for safe-area layout, input-handling for touch, godot-optimization for mobile performance, csharp-godot for C# mobile caveats.
Android: OpenJDK 17 and the Android SDK; set Java SDK Path + Android SDK Path in Editor Settings (per-user, not per-project). Generate a release keystore:
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000
Preset fields: Release / Release User / Release Password (keystore and key passwords must currently match); uncheck Export With Debug. AAB is mandatory for new Play uploads. CI env overrides: GODOT_ANDROID_KEYSTORE_RELEASE_{PATH,USER,PASSWORD}.
iOS: macOS + Xcode. Export needs an App Store Team ID + a reverse-DNS bundle Identifier; Godot generates an .xcodeproj you build from Xcode. The iOS simulator supports the Compatibility renderer only.
A custom Gradle build (Project → Install the Gradle Build template) is required for v2 plugins and IAP (Godot 4.2+). Since Godot 4.7 the Use Gradle Build export option is no longer marked experimental (GH-119172) — treat it as the standard path when you need plugins or IAP.
⚠️ Changed in Godot 4.7: Deprecated Google Play OBB expansion-file support (the
apk_expansion/*export options) was removed from the Android export. Projects still relying on APK expansion files should move to Android App Bundles with Play Asset Delivery, or install the separate Godot OBB plugin that now holds the old logic. See GH-118283.
Real Node notification constants: NOTIFICATION_APPLICATION_PAUSED (2015), NOTIFICATION_APPLICATION_RESUMED (2014), NOTIFICATION_APPLICATION_FOCUS_IN/_OUT (2016/2017), NOTIFICATION_WM_GO_BACK_REQUEST (1007, Android Back). There is no WM_CLOSE_REQUEST on mobile. Autosave on PAUSED; iOS gives ~5 s after pause to finish work before it kills the app.
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PAUSED:
SaveManager.save_game() # App backgrounded — persist now.
NOTIFICATION_WM_GO_BACK_REQUEST:
_confirm_quit() # Android Back button.
test cases passed, vs 9 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.