Agent skill · Audited from source
godot-export
skill · gamedev-skills/awesome-gamedev-agent-skillsApache-2.0 licenceAudited 31 Oct 2026 · source 77df9453bb1b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 77df9453bb1b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and…
Cite
Cite this page
ModelsAtlas. “godot-export (gamedev-skills/awesome-gamedev-agent-skills)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/gamedev-skills/godot-export
Trust audit
Audit 0.4.1 · source read 31 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 77df9453bb1b · 31 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publishergamedev-skills GitHub organizationOwner of the repository this skill is read from
- Source foldergamedev-skills/awesome-gamedev-agent-skills/skills/godot/godot-exportThe exact folder we audited
- LicenceApache-2.0As the repository states it
- Commit pinned for this verdict77df9453bb1bA new audit runs when the source changes
- Repository statusNot archivedLast push 3 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and…
---
name: godot-export
description: >
Export and build a Godot 4.7 project for distribution: install export templates,
define export presets (Windows/macOS/Linux/Web/Android), run headless command-line
exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless
builds. Use when exporting a Godot game, configuring export_presets.cfg, building
for web/desktop/mobile, or automating builds from the command line.
---
# Godot Export & Builds (4.x)
Turn a project into runnable platform builds via export presets and the command line, and
handle the web/dedicated-server gotchas. Targets **Godot 4.7**.
## When to use
- Use when producing a shippable build: installing export templates, creating/editing
export presets, exporting from the editor or headless CLI (CI), or troubleshooting web
(HTML5) and dedicated-server exports.
**When *not* to use:** storefront publishing flows → `steam-publish`/`itch-publish`; the
networking code of a server → `godot-multiplayer` (this skill covers building it headless).
## Core workflow
1. **Install export templates** matching your engine version: Editor menu >
*Manage Export Templates* (download), or install the `.tpz` offline. Versions must
match the editor exactly. Since 4.7 the downloader can fetch templates for a single
platform or architecture instead of the full set.
2. **Add export presets** in *Project > Export*: pick a platform (Windows Desktop, macOS,
Linux, Web, Android, iOS), set the export path, icons, features, and resource
include/exclude filters. Presets are saved to `export_presets.cfg`.
3. **Export from the editor** with *Export Project* (release) or *Export PCK/ZIP*.
4. **Or export headless from the CLI** for automation/CI using
`--export-release "<preset name>" <output path>`.
5. **Per platform:** Web needs cross-origin isolation (COOP/COEP) only if the preset's
*Thread Support* is on (off by default); Android needs the SDK/keystore; macOS/iOS need
signing for distribution.
6. **Smoke-test the build** on the target before shipping — exported builds use `res://`
read-only; write to `user://`.
## Patterns
### 1. Headless CLI export (CI-friendly)
```bash
# Preset name must match exactly what's in Project > Export (quote it).
# Run from the project directory (where project.godot lives).
godot --headless --export-release "Windows Desktop" build/windows/game.exe
godot --headless --export-release "Linux" build/linux/game.x86_64
godot --headless --export-release "Web" build/web/index.html
# Debug build (includes debug symbols / remote debug):
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe
# Export only the data pack (no executable):
godot --headless --export-pack "Linux" build/game.pck
# Export only files changed since the given base pack(s):
godot --headless --export-patch "Linux" build/patch1.pck --patches build/game.pck
```
### 2. Run a project headless (dedicated server / tests)
```bash
# No window/GPU — for a server build or automated runs.
godot --headless --path . res://server_main.tscn
# Quit after N main-loop iterations (frames, NOT seconds) — handy for a headless smoke test:
godot --headless --path . --quit-after 600
```
### 3. Detect the build context at runtime
```gdscript
func _ready() -> void:
if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
_start_server_only() # skip rendering/UI on a headless server
if OS.has_feature("web"):
_apply_web_tweaks()
# Custom feature tags (added per preset) are also queryable:
# if OS.has_feature("demo"): limit_content()
```
### 4. Choose write paths that survive export
```gdscript
# res:// is READ-ONLY in exported games. Always write to user://.
func save_path() -> String:
return "user://savegame.tres" # resolves to the OS app-data dir
func _ready() -> void:
print(OS.get_user_data_dir()) # where user:// actually lives
```
## Pitfalls
- **"No export template found".** Templates must match the exact editor version (incl.
beta/rc). Re-download via *Manage Export Templates* after upgrading Godot.
- **Preset name mismatch in CLI.** `--export-release "Windows"` fails if the preset is
named `"Windows Desktop"`. Names are case- and space-sensitive; quote them.
- **Web build shows a blank page / threads error.** Builds with the preset's *Thread
Support* option enabled require the server to send
`Cross-Origin-Opener-Policy: same-origin` and `Cross-Origin-Embedder-Policy: require-corp` (cross-origin isolation for
`SharedArrayBuffer`). Must be served over HTTP(S), not opened as a `file://`. itch.io has
a "SharedArrayBuffer support" toggle for this. If the host cannot set headers (GitHub
Pages), leave *Thread Support* off — the default since 4.3.
- **Writing to `res://` at runtime fails** in exports (read-only, packed). Use `user://`.
- **Missing resources in the build.** Non-resource files (e.g. external `.json`, `.txt`)
are not auto-included — add them via the preset's *Resources > Filters to export
non-resource files* (e.g. `*.json`).
- **Android export needs setup**: Android SDK/JDK paths in Editor Settings, a debug or
release **keystore**, and the `INTERNET` permission for networked games.
- **macOS/iOS distribution requires signing/notarization**; unsigned macOS apps are
blocked by Gatekeeper.
- **Debug vs release.** `--export-debug` enables remote debugging and debug checks; ship
`--export-release`.
## References
- For the `export_presets.cfg` structure, all useful CLI flags, custom feature tags,
PCK/expansion patching, encryption, and per-platform setup (Android keystore, macOS
signing, web headers), read `references/presets-and-cli.md`.
## Related skills
- `godot-multiplayer` — the dedicated-server code you export headless.
- `steam-publish` / `itch-publish` — getting the build to players.
- `prototype-fast` / `game-jam` — quick web/desktop builds for sharing.Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 77df945
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills git -C awesome-gamedev-agent-skills checkout 77df9453bb1b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 77df9453bb1b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
77df9453bb1b
README badge
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Questions about godot-export
What does the godot-export skill do?
Is godot-export safe to install?
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Sources
- github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main — the audited source at commit 77df9453bb1b and every finding aboveObserved · 31 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the godot-export skill do?
- Is godot-export safe to install?
- What can godot-export access on my machine?