# Mobile Development

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

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

## Install

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

## Description

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

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

# 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:

```bash
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](https://github.com/godotengine/godot/pull/119172)), treat it as the standard path when you need plugins or IAP.

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