godot-export-builds

Export Godot projects to desktop and web builds headlessly and upload them to itch.io with butler.

Updated Jul 8, 2026
One-click install
npx skills add https://github.com/arthur0n/xenodot-twin --skill godot-export-builds-arthur0n
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-export-builds
Source: https://github.com/arthur0n/xenodot-twin/tree/main/plugin/skills/godot-export-builds
Command: npx skills add https://github.com/arthur0n/xenodot-twin --skill godot-export-builds-arthur0n

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Packaging a Godot game into a distributable build requires export templates, correctly named presets in export_presets.cfg, and platform-specific quirks (macOS ASTC compression, WebGL2 renderer limits) that fail silently or with misleading exit codes. This Skill provides a tested headless CLI workflow that produces real artifacts and verifies them instead of trusting exit 0. ## Core Features & Use Cases - Headless desktop export: Run --export-release for Linux, macOS, and Windows presets from the command line without opening the editor, across the Godot/Redot/Blazium family via the $GODOT binary seam. - Web export with explicit caveats: Export an HTML5/Web build while accounting for the Compatibility/WebGL2 renderer lacking the normal-roughness buffer used by Forward+ post-process effects, with an explicit ship/degrade/defer decision. - itch.io publishing: Push per-platform channels to itch.io with butler, including an html5 channel playable in-browser and version tagging via --userversion. - Use Case: You finished a POC game and want it on itch.io. The Skill installs matching export templates, authors export_presets.cfg, exports Linux/macOS/Windows builds headlessly, verifies each artifact is non-trivial in size, and pushes all channels with butler. ## Quick Start Export my Godot project to Linux, macOS, and Windows release builds and upload them to my itch.io page.

Frequently Asked Questions about godot-export-builds

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I export a Godot game from the command line?▼

Run the Godot binary headless with --export-release, passing the exact preset name from export_presets.cfg and an output path, e.g. godot --headless --path . --export-release "Linux" build/linux/game.x86_64. Export templates matching your exact engine version must be installed first.

How to upload a Godot build to itch.io with butler?▼

Use butler push with one channel per platform, such as butler push build/linux user/game:linux or build/web to user/game:html5 for browser play. Run butler login once first, and tag releases with --userversion to mark versions like 0.1.0.

Why does Godot export fail with no export template found?▼

The export templates for your exact engine version are not installed; they are a separate ~700 MB download not included with the editor. Install them via Editor > Manage Export Templates, or download the .tpz release file and unzip it into the export_templates/<version> folder.

Does Godot web export support Forward+ post-process effects?▼

No. The Web target uses Compatibility/WebGL2, which lacks the normal-roughness buffer that Forward+ depth/normal outline passes depend on, or experimental WebGPU. You must decide to ship web with a degraded look, verify it works, or defer web and ship desktop only.

Why is my exported Godot build 0 bytes even though export succeeded?▼

Godot exit codes are unreliable; a 0-byte or missing artifact means failure despite exit 0. Grep stderr for ERROR or template lines, check that the preset platform string is correct, and confirm the output file exists with non-trivial size using ls -la.

Why won't my exported macOS Godot app open on another Mac?▼

Unsigned POC builds trigger Gatekeeper's damaged warning on other Macs. Right-click and choose Open, or run xattr -dr com.apple.quarantine on the app. Code signing and notarization are outside POC scope.