platform-export
Cross-platform Godot 4 export — Windows, macOS, Linux, Android, iOS.
Skill by dragoscirjan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/dragoscirjan-platform-export
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/platform-export
What's inside
- Skill name
platform-export- Description
- Cross-platform Godot 4 export — Windows, macOS, Linux, Android, iOS. Prerequisites, export_presets.cfg, CLI commands, and platform gotchas.
- License
- MIT
- Instructions
- 430 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- name: "platform-export" does not match folder "godot-platform-export"
Files (1)
- SKILL.md
SKILL.md (first lines)
# Platform Export Export a Godot 4 project to Windows, macOS, Linux, Android, and iOS. ## Prerequisites (All Platforms) - **Godot 4** with export templates installed: ```bash # Download matching templates (replace version) godot --headless --export-templates-install /path/to/Godot_v4.x-stable_export_templates.tpz ``` - **Project validates cleanly:** `timeout 60 godot --headless --quit 2>&1` — no errors ## Platform-Specific Prerequisites ### Windows - **Host:** Windows, macOS, or Linux - **Optional:** `rcedit` for icon/metadata embedding (Windows host only) - No code signing required for distribution outside Microsoft Store ### macOS - **Host:** macOS required for signed/notarized builds; cross-compile from Linux/Windows produces unsigned `.app` - **Optional:** Xcode command line tools, Apple Developer account (for notarization) - **Codesigning:** `codesign` + Developer ID certificate for distribution outside App Store ### Linux - **Host:** Any (Windows, macOS, Linux) - No special requirements — simplest export target ### Android - **Host:** Windows, macOS, or Linux - **OpenJDK 17** — `java -version` must report 17.x - **Android SDK** — with platform-tools and build-tools - **Debug keystore** — generated or provided - **Editor settings** configured with Java/SDK/keystore paths: ``` export/android/java_sdk_path export/android/android_sdk_path export/android/debug_keystore export/android/debug_keystore_user export/android/debug_keystore_pass ``` ### iOS - **Host:** macOS only (Xcode required) - **Xcode** with iOS SDK - **Apple Developer account** with provisioning profiles and signing certificates - **Team ID** and **Bundle Identifier** configured - Most complex export target — requires physical macOS machine --- ## Export Workflow ### 1. Configure project.godot Add platform-specific settings as needed: ```ini [rendering] # Android/iOS — required for mobile GPU compatibility: textures/vram_compression/import_etc2_astc=true # Desktop — optional quality settings: anti_aliasing/quality/msaa_3d=2 ``` **CRITICAL for Android:** Without `textures/vram_compression/import_etc2_astc=true`, export silently fails with a blank configuration error. ### 2. Create export_presets.cfg Place in project root. Each platform is a numbered `[preset.N]` section. Include only the platforms you need. #### Windows Preset ```ini [preset.0] name="Windows" platform="Windows Desktop" runnable=true dedicated_server=false custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" export_path="" patches=[] encryption_include_filters="" encryption_exclude_filters="" encrypt_pck=false encrypt_directory=false script_export_mode=2 [preset.0.options] custom_template/debug="" custom_template/release="" binary_format/embed_pck=true texture_format/s3tc_bptc=true texture_format/etc2_astc=false codesign/enable=false application/modify_resources=false application/icon="" application/console_wrapper_icon="" application/icon_interpolation=4 application/file_version="" application/product_version="" application/company_name="" application/product_name="" application/file_description="" application/copyright="" application/trademarks=""
From dragoscirjan/opencode-config, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 3
- Last commit (this folder)
- May 28, 2026 (5 months ago)
- Last release
- Jun 2, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/dragoscirjan/opencode-config
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from dragoscirjan
- 0.474score
develop-tdd
dragoscirjan
When this skill is loaded, the developer follows the Red-Green-Refactor cycle.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-frontend
dragoscirjan
Frontend development standards — UI/UX principles, accessibility, state management, and component patterns.
SkillCFreshness: CClaude Code +9 - 0.471score
clean-code
dragoscirjan
Clean code principles, SOLID, design patterns, readability, error handling, and universal quality tooling.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-devops
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DevOps and infrastructure standards — principles for IaC, CI/CD, and automation.
SkillCFreshness: CClaude Code +9 - 0.471score
game-bootstrap
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Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order.
SkillCFreshness: CClaude Code +9 - 0.471score
game-design
dragoscirjan
Visual target generation, risk-first game decomposition, and verification criteria.
SkillCFreshness: CClaude Code +9
Cite this page
platform-export skill. Agent Mart. https://agentmart.dev/skills/dragoscirjan-platform-export (last updated 2026-10-24)