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Déploiement et opérations · SKILL.md

export-deploy

export-deploy

Export and deploy Godot projects to Windows, Linux, macOS, Android, iOS, and Web platforms. Use this skill when configuring export presets, setting up CI/CD pipelines, preparing release builds, optimizing for target platforms, or distributing games to Steam, itch.io, or mobile stores.

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Documentation de la Skill

GitHub

name: export-deploy description: Export and deploy Godot projects to Windows, Linux, macOS, Android, iOS, and Web platforms. Use this skill when configuring export presets, setting up CI/CD pipelines, preparing release builds, optimizing for target platforms, or distributing games to Steam, itch.io, or mobile stores. metadata: author: godot-dev version: "1.0"

Export and Deploy

Export Presets Setup

Windows Export

[preset.0]
name="Windows"
platform="Windows"
export_path="build/windows/game.exe"

[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/embed_pck=true
texture_format/s3tc=true
texture_format/etc2=false

Linux Export

[preset.1]
name="Linux"
platform="Linux"
export_path="build/linux/game.x86_64"

macOS Export

[preset.2]
name="macOS"
platform="macOS"
export_path="build/macos/game.app"

Android Export

[preset.3]
name="Android"
platform="Android"
export_path="build/android/game.apk"

[preset.3.options]
custom_template/debug=""
custom_template/release=""
gradle_build/use_gradle_build=true
gradle_build/export_format=0

Web Export

[preset.4]
name="Web"
platform="Web"
export_path="build/web/game.html"

Export via Command Line

# Single platform
godot --headless --export-release "Windows" build/windows/game.exe

# All platforms
godot --headless --export-release "Windows" build/windows/game.exe
godot --headless --export-release "Linux" build/linux/game.x86_64
godot --headless --export-release "Web" build/web/game.html

Export Settings

Quality Settings

[rendering]
renderer/rendering_method="forward_plus"
renderer/rendering_method.mobile="mobile"
anti_aliasing/quality/msaa_3d=2

Performance Settings

[rendering]
limits/rendering/max_renderable_elements=10000
limits/rendering/max_lights=32
quality/filters/anisotropic_filter_level=4

Platform-Specific Settings

Windows

  • Embed PCK: Single executable
  • Code signing: For distribution
  • Console: Hide for release

Android

  • Minimum SDK: 24
  • Target SDK: 34
  • Permissions: Internet, Vibrate
  • Keystore: For signing

iOS

  • Bundle identifier: com.company.game
  • Team ID: For signing
  • Provisioning profile: Required

Web

  • HTML shell: Custom loading screen
  • Canvas resize: Responsive
  • Threads: Enable if needed

Pre-Export Checklist

Project Settings

  • Set main scene
  • Configure window size
  • Set application name
  • Configure icon

Performance

  • Enable appropriate renderer
  • Set texture quality
  • Configure shadow quality
  • Optimize meshes

Assets

  • Compress textures
  • Optimize audio formats
  • Remove unused resources
  • Set import settings

Build

  • Test export template
  • Verify all scenes included
  • Check resource paths
  • Enable/disable debug features

CI/CD Pipeline

GitHub Actions

name: Build and Export

on:
  push:
    branches: [main]

jobs:
  build:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@v3

      - name: Setup Godot
        uses: chickensoft-games/setup-godot@v1
        with:
          version: 4.3.0

      - name: Export Windows
        run: godot --headless --export-release "Windows" build/windows/game.exe

      - name: Export Linux
        run: godot --headless --export-release "Linux" build/linux/game.x86_64

      - name: Export Web
        run: godot --headless --export-release "Web" build/web/game.html

      - name: Upload Artifacts
        uses: actions/upload-artifact@v3
        with:
          name: builds
          path: build/

Distribution Platforms

Steam

  • Use Steamworks SDK
  • Set up depot configuration
  • Configure achievements
  • Test with Steamworks

itch.io

  • Upload HTML5 for web
  • Upload builds for desktop
  • Set up page with screenshots

Mobile Stores

  • Google Play Store (Android)
  • Apple App Store (iOS)
  • Follow store guidelines

Debug vs Release

if OS.is_debug_build():
    show_debug_info()
    enable_cheats()

if not OS.is_debug_build():
    disable_debug_logging()
    enable_analytics()

Best Practices

  1. Test exports early: Don't wait until release
  2. Use export presets: Consistent builds
  3. Compress assets: Reduce download size
  4. Platform testing: Test on target hardware
  5. Version control: Tag releases
  6. Automate builds: CI/CD pipeline
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