A workflow action to automatically export your Godot games. Supports standard and Mono builds!
- How it works
- Setting Up Export Presets
- Workflow Configuration
- Custom Editor Settings
- Tips
- Example Projects
This action automatically reads your export_presets.cfg
file to determine which builds to make. Whenever this action runs each of your defined exports will run. The resulting executables can then be optionally attached to a release. See the example configuration.
Define at least 1 export preset by going to Project -> Export
in the Godot editor and creating a configuration. Set the file name in the "Export Path" box. This is how the action knows how to name your binary. Notice how the below image has "win.exe" in the "Export Path" for my windows export. Your executables can be named however you like, as long as they include the appropriate extension .exe
, .x86_64
, etc.
NOTE: The file extension for the Mac OSX export must be anything but .zip
for versions of Godot before 3.2. If the Mac OSX export file extension is .zip
for a Godot version earlier than 3.2, then your project source files will be exported instead of a Mac application. This was a known issue with the Godot command line export. For reference, I used a .z
file extension to make it work for my Mac OSX builds.
Input Name | Description | Type | Default | Required |
---|---|---|---|---|
godot_executable_download_url |
The Linux Headless version of Godot that you want to use to export your project. If you do not use the Linux Headless version exporting will fail. | string |
Yes | |
godot_export_templates_download_url |
The link to the .tpz archive of export templates. |
string |
Yes | |
relative_project_path |
The relative path to the directory containing your project.godot file. If your project.godot file is at the root of your repository then this value should be ./ . Do not include project.godot as part of this path. |
string |
Yes | |
cache |
Use the GitHub Actions workflow cache to cache the Godot export templates and Godot executable. Helps speed up builds by not having to download them every time. | boolean |
false |
No |
export_debug |
Export builds in debug mode. | boolean |
false |
No |
archive_output |
Archive each export into a .zip file. |
boolean |
false |
No |
archive_root_folder |
Place exported files under a root folder when archiving, rather than placing the files themselves at the root of the archive. | boolean |
false |
No |
relative_export_path |
Move exports to the provided directory relative to the root of the Git repository. NOTE: This setting is overridden by use_preset_export_path . |
string |
'' |
No |
use_preset_export_path |
Move exports to the directory defined in export_presets.cfg relative to relative_project_path . In other words, exports will use the export path specified in the export preset in relation to the location of the project.godot file. Prioritized over relative_export_path . |
boolean |
false |
No |
wine_path |
The absolute path to the wine binary. If specified, Godot will use this to run rcedit to update Windows exe icons. See the setup Windows icons example configuration. | string |
'' |
No |
verbose |
Use the --verbose flag when exporting. |
boolean |
false |
No |
use_godot_3 |
Build using Godot 3 executable. NOTE: godot_executable_download_url and godot_export_templates_download_url still need to be configured to download the correct version. |
boolean |
false |
No |
export_as_pack |
Export project files as a .pck file | boolean |
false |
No |
Output Name | Description | Type |
---|---|---|
build_directory |
The directory containing the raw (unarchived) exported files. Note that the inputs relative_export_path and use_preset_export_path do not change this output value. |
string |
archive_directory |
The directory containing archived exports. This directory will be empty if archive_output is not set. Note that the inputs relative_export_path and use_preset_export_path do not change this output value. |
string |
Below is a sample workflow configuration file utilizing this action. This example workflow could be defined in .github/workflows/main.yml
. For more information about defining workflows see the workflow docs.
This workflow will export your game when a tag is pushed, archive the files, and create a release containing the archives.
# Whenever a tag push matching pattern "v*" then run the job
on:
push:
tags:
- "v*"
jobs:
# job id, can be anything
export_game:
# Always use ubuntu-latest for this action
runs-on: ubuntu-latest
# Add permission for release creation. Can be made narrower according to your needs
permissions: write-all
# Job name, can be anything
name: Export Game
steps:
# Always include the checkout step so that
# your project is available for Godot to export
- name: checkout
uses: actions/checkout@v3.3.0
- name: export game
id: export
# Use latest version (see releases for all versions)
uses: firebelley/godot-export@v5.2.0
with:
# Defining all the required inputs
godot_executable_download_url: https://downloads.tuxfamily.org/godotengine/4.0/Godot_v4.0-stable_linux.x86_64.zip
godot_export_templates_download_url: https://downloads.tuxfamily.org/godotengine/4.0/Godot_v4.0-stable_export_templates.tpz
relative_project_path: ./
archive_output: true
# This release action has worked well for me. However, you can most likely use any release action of your choosing.
# https://github.com/ncipollo/release-action
- name: create release
uses: ncipollo/release-action@v1.12.0
with:
token: ${{ secrets.GITHUB_TOKEN }}
generateReleaseNotes: true
tag: ${{ github.ref_name }}
artifacts: ${{ steps.export.outputs.archive_directory }}/*
Some Godot configurations are editor-based and not project-based. This includes items like Android paths. This repository provides a base editor settings that will be used by default when exporting your games. However, you can supply a custom editor settings configuration file by simply copying your custom editor settings file to ~/.config/godot/editor_settings-4.tres
before this action runs. This action will not overwrite an existing editor_settings-4.tres
file.
Mono builds do not require additional configuration. However, if you want to change the build tool that is used (currently defaults to dotnet cli
) then you need to supply your own editor settings with the line mono/builds/build_tool
. This value corresponds to the build tool dropdown in the editor settings window at Editor Settings -> Mono -> Builds -> Build Tool
. You can look at your local editor_settings-3.tres
to see what this value should be if you want to match the build tool used during local development.
For Android builds, use the setup-android action before this one in your workflow. The default editor settings file used by this action already provides a default path to the Android SDK. If your path is different then supply your own editor settings file.
Include the following step before this action. For example:
# Above this line is the workflow job setup
- name: use custom editor settings
run: |
mkdir -p ~/.config/godot
cp ~/path/to/my/editor_settings-3.tres ~/.config/godot/
# Note that you can use ${{ github.workspace }} to get the default location of your checked-out repository
# Use firebelley/godot-export sometime after the above step
In order to configure this action to update your game's Windows exe icon, include the following configuration:
- name: install wine
id: wine_install
run: |
sudo apt install wine64
echo "WINE_PATH=$(which wine64)" >> $GITHUB_OUTPUT
# Any other intermediate steps can go here
- name: export game
uses: firebelley/godot-export@v5.2.0
with:
# ...supply your other options here
wine_path: ${{ steps.wine_install.outputs.WINE_PATH }} # set the wine path here which is the output of the wine_install step
See the example projects for more info.