Skills

Mobile Development

Use when targeting Android/iOS, export and signing, permissions, plugins, in-app...

Install

npx skills add jame581/GodotPrompter --skill mobile-development -g -a claude-code -y
Category
Mobile
Updated
3d ago
License
MIT
Context cost
Mediumabout 3,000 tokens
Runs scripts
No, instructions only

What it does

Use when targeting Android/iOS, export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

Mobile Development

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.


1. Export & signing

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. Test on the iOS simulator with the Compatibility renderer, Forward+/Mobile support there depends on the simulator's Metal.

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.

Read the whole SKILL.md on GitHub

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