重要前提
安装AI Skills的关键前提是:必须科学上网,且开启TUN模式,这一点至关重要,直接决定安装能否顺利完成,在此郑重提醒三遍:科学上网,科学上网,科学上网。查看完整安装教程 →
godot-export-builds by thedivergentai/gd-agentic-skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-export-builds跨平台构建和分发 Godot 游戏的专家指南。
notarytool 或仅通过 Steam/App Store 分发。res:// 在构建版本中是只读的。使用 user:// 来保存游戏存档和日志,否则在锁定的文件系统上路径会失效。--export-release 来剥离性能分析开销。.md、.txt 或 文件,就是在浪费玩家的带宽和磁盘空间。广告位招租
在这里展示您的产品或服务
触达数万 AI 开发者,精准高效
.psdexport_android_signing_env.ps1)。OS.has_feature("release") 来从最终构建中清除控制台/作弊功能。强制要求:在实施相应模式之前,请阅读对应的脚本。
用于自动化多平台无头导出的专家级 PowerShell 脚本。
用于将 Git 标签/哈希值与 'application/config/version' 同步的编辑器脚本。
用于自动化构建后任务(压缩、清单生成)的 EditorExportPlugin。
通过构建功能标志进行运行时行为切换的专家级管理器。
用于挂载外部 PCK 存档和 DLC 的运行时补丁逻辑。
用于 Android 发布密钥库的安全环境变量设置。
用于剥离未使用的 Godot 模块以减少二进制文件大小的 SCons 配置。
用于在 App Store 之外进行 macOS 代码签名和公证的 CLI 流程。
用于审计资源大小以优化构建占用空间的编辑器工具。
用于自动化多平台 Godot 发布的专业 CI/CD 工作流。
通过编辑器安装: 编辑器 → 管理导出模板 → 下载
# 导出设置
# 格式: .exe(单文件)或 .pck + .exe
# 图标: .ico 文件
# 包含: *.import, *.tres, *.tscn
# 设置:
# 导出类型: 常规 或 GDExtension
# 线程支持: 用于 SharedArrayBuffer
# 显存压缩: 针对大小优化
# export_presets.cfg
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
export_path="builds/windows/game.exe"
[preset.0.options]
binary_format/64_bits=true
application/icon="res://icon.ico"
# 从命令行导出
godot --headless --export-release "Windows Desktop" builds/game.exe
# 导出调试构建
godot --headless --export-debug "Windows Desktop" builds/game_debug.exe
# 仅 PCK(用于打补丁)
godot --headless --export-pack "Windows Desktop" builds/game.pck
# 要求:
# - Android SDK
# - OpenJDK 17
# - 调试密钥库
# 编辑器设置:
# 导出 → Android → SDK 路径
# 导出 → Android → 密钥库
# 要求:
# - 装有 Xcode 的 macOS
# - Apple 开发者账户
# - 配置文件
# 导出创建 .xcodeproj
# 在 Xcode 中构建以提交到 App Store
# 设置:
# 代码签名: 开发者 ID 证书
# 公证: 分发所必需
# 架构: 通用(Intel + ARM)
# 在运行时检查平台
if OS.get_name() == "Windows":
# Windows 特定代码
pass
if OS.has_feature("web"):
# Web 构建
pass
if OS.has_feature("mobile"):
# Android 或 iOS
pass
# project.godot
[application]
config/name="My Game"
config/version="1.0.0"
run/main_scene="res://scenes/main.tscn"
config/icon="res://icon.svg"
[rendering]
# 为目标平台优化
textures/vram_compression/import_etc2_astc=true # 移动端
# 移除未使用的导入
# 项目设置 → 编辑器 → 导入默认值
# 排除仅编辑器使用的文件
# 在导出预设中: 排除过滤器
*.md
*.txt
docs/*
# 导出预设选项:
# 调试 → 调试: 关闭
# 二进制格式 → 架构: 仅 64 位
# .github/workflows/export.yml
name: Export Godot Game
on:
push:
tags: ['v*']
jobs:
export:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.2.1
steps:
- uses: actions/checkout@v4
- name: Export Windows
run: |
mkdir -p builds/windows
godot --headless --export-release "Windows Desktop" builds/windows/game.exe
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: windows-build
path: builds/windows/
# version.gd (自动加载)
extends Node
const VERSION := "1.0.0"
const BUILD := "2024.02.06"
func get_version_string() -> String:
return "v" + VERSION + " (" + BUILD + ")"
尽早导出到所有目标平台
快速发现平台特定问题
# 从导出中排除文件夹
# 在文件夹中创建 .gdignore
调试版: 保留日志、开发工具
发布版: 剥离调试信息、优化大小
每周安装数
64
代码仓库
GitHub 星标数
59
首次出现
2026年2月10日
安全审计
安装于
opencode63
gemini-cli62
codex62
kimi-cli61
amp61
github-copilot61
Expert guidance for building and distributing Godot games across platforms.
notarytool OR distribute exclusively via Steam/App Store.res:// is read-only in builds. Use user:// for saves and logs, or paths will fail on locked file systems.--export-release to strip profiling overhead..md, .txt, or .psd files, you're wasting player bandwidth and disk space.export_android_signing_env.ps1).OS.has_feature("release") to purge console/cheats from the final build.MANDATORY : Read the appropriate script before implementing the corresponding pattern.
Expert PowerShell script for automated multi-platform headless exports.
Editor script to sync Git tags/hashes with 'application/config/version'.
EditorExportPlugin for automating post-build tasks (Zipping, Manifests).
Expert manager for runtime behavior swapping via build feature flags.
Runtime patching logic for mounting external PCK archives and DLC.
Secure environment variable setup for Android release keystores.
SCons configuration for stripping unused Godot modules to reduce binary size.
CLI procedure for macOS code signing and notarization outside the App Store.
Editor tool for auditing resource sizes to optimize build footprints.
Professional CI/CD workflow for automated multi-platform Godot releases.
Install via Editor: Editor → Manage Export Templates → Download
# Export settings
# Format: .exe (single file) or .pck + .exe
# Icon: .ico file
# Include: *.import, *.tres, *.tscn
# Settings:
# Export Type: Regular or GDExtension
# Thread Support: For SharedArrayBuffer
# VRAM Compression: Optimized for size
# export_presets.cfg
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
export_path="builds/windows/game.exe"
[preset.0.options]
binary_format/64_bits=true
application/icon="res://icon.ico"
# Export from command line
godot --headless --export-release "Windows Desktop" builds/game.exe
# Export debug build
godot --headless --export-debug "Windows Desktop" builds/game_debug.exe
# PCK only (for patching)
godot --headless --export-pack "Windows Desktop" builds/game.pck
# Requirements:
# - Android SDK
# - OpenJDK 17
# - Debug keystore
# Editor Settings:
# Export → Android → SDK Path
# Export → Android → Keystore
# Requirements:
# - macOS with Xcode
# - Apple Developer account
# - Provisioning profile
# Export creates .xcodeproj
# Build in Xcode for App Store
# Settings:
# Codesign: Developer ID certificate
# Notarization: Required for distribution
# Architecture: Universal (Intel + ARM)
# Check platform at runtime
if OS.get_name() == "Windows":
# Windows-specific code
pass
if OS.has_feature("web"):
# Web build
pass
if OS.has_feature("mobile"):
# Android or iOS
pass
# project.godot
[application]
config/name="My Game"
config/version="1.0.0"
run/main_scene="res://scenes/main.tscn"
config/icon="res://icon.svg"
[rendering]
# Optimize for target platforms
textures/vram_compression/import_etc2_astc=true # Mobile
# Remove unused imports
# Project Settings → Editor → Import Defaults
# Exclude editor-only files
# In export preset: Exclude filters
*.md
*.txt
docs/*
# Export preset options:
# Debugging → Debug: Off
# Binary Format → Architecture: 64-bit only
# .github/workflows/export.yml
name: Export Godot Game
on:
push:
tags: ['v*']
jobs:
export:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.2.1
steps:
- uses: actions/checkout@v4
- name: Export Windows
run: |
mkdir -p builds/windows
godot --headless --export-release "Windows Desktop" builds/windows/game.exe
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: windows-build
path: builds/windows/
# version.gd (AutoLoad)
extends Node
const VERSION := "1.0.0"
const BUILD := "2024.02.06"
func get_version_string() -> String:
return "v" + VERSION + " (" + BUILD + ")"
Export to all target platforms early
Catch platform-specific issues fast
# Exclude folders from export
# Create .gdignore in folder
Debug: Keep logs, dev tools
Release: Strip debug, optimize size
Weekly Installs
64
Repository
GitHub Stars
59
First Seen
Feb 10, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
opencode63
gemini-cli62
codex62
kimi-cli61
amp61
github-copilot61
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