【Godot】Building Godot Projects for Various Platforms

Created: 2025-12-10Last updated: 2025-12-16

Complete guide to reliably export Godot projects to Windows/macOS/Android/Web. Covers build size optimization, common error solutions, and best practices.

Overview

When game development with Godot Engine is mostly complete and you're ready to deliver to players, many developers hit unexpected walls. "It worked perfectly in the editor, but doesn't work after export," or "Errors only occur on specific platforms."

This article explains the configuration steps to reliably export Godot projects to Windows, macOS, Web, and Android, along with common pitfalls beginners encounter.


Basic Concepts of Godot Export

Export Templates

To turn a Godot project into an executable format for a specific platform, you need export templates. These are binary files compiled from the Godot engine itself for each platform.

  • Version matching is mandatory: Godot's version and template version must match exactly
  • Debug and Release versions: Templates include both, and you select which to use during export

PCK Files

Project scenes, scripts, and assets are bundled into PCK files.

PCK File HandlingBenefitsDrawbacksPrimary Use
Separate (default)Smaller executable, easier patch distributionMultiple distribution filesPC
EmbeddedSingle file distributionLarger executableWeb, Mobile

Common Mistakes and Best Practices

CategoryCommon MistakeBest Practice
File pathsMixing uppercase and lowercaseUnify all filenames to lowercase and snake_case
External toolsAndroid SDK/JDK paths are incorrectCheck Godot's required version and set accurate paths
Resource managementUnnecessary assets remain in projectSelect/exclude files in export preset
ShadersStuttering at startupEnable shader precompilation

Case Sensitivity Issues

This is the most common error for developers working on Windows.

Windows file systems don't distinguish between uppercase and lowercase, but Linux and Android strictly distinguish them. If you write res://Assets/Player.png but the actual filename is res://assets/player.png, it will fail to load after export.


Platform-Specific Settings

Windows / macOS / Linux

Desktop exports are the simplest.

  • Icon and version info: Use rcedit (Windows) to set application icon
  • macOS notarization: May require Apple notarization for distribution

Android

Android has the most settings and is the most complex.

  1. SDK/JDK configuration: Set paths in "Editor Settings" → "Export" → "Android"
    • Godot 4.x: JDK 17 or 21 recommended
    • Godot 3.x: JDK 11 recommended
  2. AAB vs APK: Google Play Store recommends AAB format. Switchable in export settings
  3. Permissions: Configure in AndroidManifest.xml as needed

Common errors

  • No Android SDK found … Android SDK Path not set
  • apksigner not found … build-tools not installed

Web

Web builds are convenient but have server environment dependencies.

Solving SharedArrayBuffer issues (Godot 4.x with threads enabled):

When exporting Godot 4.x with thread features enabled (multi-threaded rendering, etc.), the browser's SharedArrayBuffer is required. This requires setting the following HTTP headers server-side:

Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
  • itch.io: Can be enabled with a single checkbox
  • Your own server: Add the HTTP headers above to your config file

Option to disable threads: Disabling "Thread Support" in export settings will work without these headers. However, it may affect performance.


Build Size Optimization

MethodSpecific ActionEffect
Resource filteringSpecify only needed files in "Resources" tabLarge
Texture compressionSet VRAM compression in .importLarge
Audio quality adjustmentLower bitrateMedium

Pre-Export Final Checklist

Check ItemDetails
Case sensitivityDo resource paths match actual filenames?
External tool pathsAre Android SDK, JDK, rcedit paths correct?
Disable debuggingIs "Enable Debug" OFF for release builds?
Main sceneIs the startup scene correctly set?

Summary

Godot export is configuration work that should be done with an understanding of each platform's characteristics.

Key points:

  • Case sensitivity issues: Unify filenames to lowercase
  • External tool path settings: Configure Android SDK/JDK accurately
  • Platform-specific requirements: Web header settings, etc.

Once export succeeds, challenge yourself with store submission and distribution for each platform.