# Export Pipeline

Use when exporting and distributing Godot games, export presets, platform settings...

- Repository: https://github.com/jame581/GodotPrompter (914 stars)
- Category: DevOps
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add jame581/GodotPrompter --skill export-pipeline -g -a claude-code -y`
Codex: `npx skills add jame581/GodotPrompter --skill export-pipeline -g -a codex -y`
Cursor: `npx skills add jame581/GodotPrompter --skill export-pipeline -g -a cursor -y`
Gemini CLI: `npx skills add jame581/GodotPrompter --skill export-pipeline -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add jame581/GodotPrompter`

## Description

Use when exporting and distributing Godot games, export presets, platform settings, CI/CD with GitHub Actions

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# Export Pipeline in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows where applicable.

> **Related skills:** **godot-testing** for CI/CD test integration, **godot-optimization** for pre-export performance checks, **responsive-ui** for platform-specific resolution settings, **mobile-development** for Android/iOS export specifics, **web-export** for browser builds and hosting.

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## 1. Export Presets

### Creating Presets in the Editor

Open **Project → Export**, click **Add…**, and select the target platform. Each preset maps to one entry in `export_presets.cfg`. You can create multiple presets for the same platform (e.g., a debug build and a release build for Windows).

Required one-time setup per platform:
- **Export Templates** must be downloaded via **Editor → Export Templates**.
- Platform-specific toolchains (Android SDK, Xcode, etc.) must be installed separately.

### export_presets.cfg

Godot writes `export_presets.cfg` to the project root. Commit this file: options marked secret (keystore and codesign paths and passwords, the encryption key) go to `.godot/export_credentials.cfg` instead, which must **never** be committed. In CI, supply them via env vars such as `GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD`.

Example preset structure (Windows release):

```ini
[preset.0]

name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/windows/MyGame.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false

[preset.0.options]

The rest: https://github.com/jame581/GodotPrompter/blob/HEAD/skills/export-pipeline/SKILL.md
