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 Handling | Benefits | Drawbacks | Primary Use |
|---|---|---|---|
| Separate (default) | Smaller executable, easier patch distribution | Multiple distribution files | PC |
| Embedded | Single file distribution | Larger executable | Web, Mobile |
Common Mistakes and Best Practices
| Category | Common Mistake | Best Practice |
|---|---|---|
| File paths | Mixing uppercase and lowercase | Unify all filenames to lowercase and snake_case |
| External tools | Android SDK/JDK paths are incorrect | Check Godot's required version and set accurate paths |
| Resource management | Unnecessary assets remain in project | Select/exclude files in export preset |
| Shaders | Stuttering at startup | Enable 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.
- SDK/JDK configuration: Set paths in "Editor Settings" → "Export" → "Android"
- Godot 4.x: JDK 17 or 21 recommended
- Godot 3.x: JDK 11 recommended
- AAB vs APK: Google Play Store recommends AAB format. Switchable in export settings
- Permissions: Configure in AndroidManifest.xml as needed
Common errors
No Android SDK found… Android SDK Path not setapksigner 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
| Method | Specific Action | Effect |
|---|---|---|
| Resource filtering | Specify only needed files in "Resources" tab | Large |
| Texture compression | Set VRAM compression in .import | Large |
| Audio quality adjustment | Lower bitrate | Medium |
Pre-Export Final Checklist
| Check Item | Details |
|---|---|
| Case sensitivity | Do resource paths match actual filenames? |
| External tool paths | Are Android SDK, JDK, rcedit paths correct? |
| Disable debugging | Is "Enable Debug" OFF for release builds? |
| Main scene | Is 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.