【Godot】Building Godot Projects for Multiple Platforms

Created: 2025-12-10

Learn how to export Godot projects to Windows/macOS/Android/Web and solve common errors.

Overview

Even after developing a great game with Godot Engine, many developers stumble at the "export (build)" process of delivering it to players. Problems like the game working perfectly in the editor but failing after export, or errors appearing on specific platforms, are walls every Godot developer must face.

This article explains the setup procedures for reliably exporting Godot projects to major platforms like Windows, macOS, Linux, Web, and Android, along with the pitfalls beginners commonly encounter.

Basic Concepts of Godot Export

Before diving into export settings, let's understand how Godot's export works.

What are Export Templates

To make a Godot project runnable on a specific platform (e.g., Windows), you need that platform's export template. These are binary files compiled from the Godot engine code for each target platform.

  1. Download templates: Download the required templates from the Godot editor's "Editor" menu → "Manage Export Templates".
  2. Add presets: From the project's "Project" → "Export...", add an export preset for the platform you want to export to (e.g., Windows Desktop).
  3. Save settings: Export settings are saved in a hidden file called export_presets.cfg in the project folder.

PCK Files and Embedding

The executable file that Godot exports (e.g., game.exe) typically comes paired with a PCK file (Pack file) containing game data (scenes, scripts, assets, etc.).

  • Separate PCK files: By default, the PCK file is generated separately from the executable. This keeps the executable small and makes updating data easier.
  • PCK embedding: For platforms where single-file distribution is desirable (Web, mobile), you can embed the PCK file into the executable.

Common Pitfalls

Here we introduce three representative points where beginners most often fail at export.

Case Sensitivity Issues

This is the most common error for users developing on Windows.

Windows' file system (NTFS) doesn't distinguish between uppercase and lowercase in file names. For example, res://Assets/Player.png and res://assets/player.png are treated as the same file.

However, file systems on Linux, macOS, Android, etc., strictly distinguish between uppercase and lowercase.

Example problem: If you write res://assets/player.png in the editor but the actual file name is res://Assets/Player.png, it will work on Windows but fail to load the resource on Linux or in exported games, causing crashes.

Solution: When referencing resources in scripts or scenes, ensure they exactly match the actual file names. Also, establish naming conventions for the entire project, like not using uppercase in file names (all lowercase with underscores).

Missing External Tool Configuration (Especially Android)

Exporting to Android and some other platforms requires external tools besides Godot itself.

  • Android: Android SDK, Java Development Kit (JDK)
  • Windows (custom icon): rcedit tool

Just installing these tools isn't enough—you need to accurately set the paths to the tool executables or SDK root folders in the Godot editor's "Editor Settings" → "Export" section. If paths are wrong, you'll get errors like "apksigner not found" during export.

Misconceptions About PCK Encryption and Embedding

The "PCK file encryption" and "Embed PCK" settings in the export settings "Resources" section should be left at default unless you have specific reasons to change them.

  • Encryption: Encrypting the PCK file improves security, but misconfiguration can prevent the game from launching with "Failed to load PCK file" errors. Beginners should first turn off encryption and get export working.
  • Embed PCK: Enabling "Embed PCK" outside Web/mobile makes the executable very large. For desktop, leaving it OFF (separate PCK) is usually fine.

Best Practices and Examples

Here we introduce specific procedures and recommended settings for reliable exports.

Step 1: Preparing Export Templates

First, download the templates needed for export.

  1. Open Godot editor and select "Manage Export Templates" from the "Editor" menu.
  2. Click the "Download and Install" button to download templates for your Godot version.
  3. Once downloaded, templates for each platform become available.

Note: Templates differ by Godot version. If you update Godot, you'll need to re-download templates for the new version.

Step 2: Configuring Export Presets

Next, configure settings for each platform.

  1. Select "Export..." from the "Project" menu.
  2. Press the "Add" button at the top of the window and select the platform to export to (e.g., Windows Desktop).

Windows Desktop Settings

SettingRecommended ValueNotes
Custom TemplateDefaultUsually no change needed
Application > IconAny .ico fileSets Windows executable icon. Uses default Godot icon if not set.
Options > Embed PCKOFFDistribute with separate PCK file. Keeps executable smaller.
Resources > Export ModeExport All ResourcesDefault setting.

Android Settings

Android export is the most complex. Follow these steps carefully.

  1. Install SDK/JDK: Install Android Studio and prepare Android SDK and JDK (Java Development Kit).
  2. Set paths:
    • Open "Editor Settings" → "Export" → "Android".
    • Android SDK Path: Specify the Android SDK root folder (e.g., C:\Users\User\AppData\Local\Android\Sdk).
    • Java SDK Path: Specify the JDK root folder.
      • Godot 4.x: JDK 17 or JDK 21 recommended.
      • Godot 3.x: JDK 11 (or JDK 8) recommended.
      • Mismatched versions will cause build errors.
  3. Generate keys: To publish apps on Google Play Store, you need signing keys.
    • In the Export window's Android preset settings, open the "Keystore" section.
    • For debug builds, you can use Godot's auto-generated debug key.
    • For releases, set the path and password for a custom key generated with keytool command.

Note: For first-time Android builds or when getting "debug key not found" errors, press the "Generate Debug Keystore" button in "Editor Settings" → "Export" → "Android" to create a key.

Common error examples

  • No Android SDK found … Android SDK Path is not set or incorrect
  • apksigner not found … SDK's build-tools is not installed, or path points to an old version

Web Settings

Web export is relatively simple, but has some considerations.

In Godot 3, it was the HTML5 preset, but in Godot 4, it's renamed to Web preset.

  1. Add preset: Add a Web preset.
  2. Options > Head Include: Add custom HTML headers (SEO tags, external scripts, etc.).
  3. Export Path: Specify the export destination folder. After export, upload the index.html, .js, .wasm, .pck files from the specified folder to your server.

[Important] Notes for Godot 4.x Godot 4.x Web exports depend on "SharedArrayBuffer", requiring COOP/COEP header configuration on the upload destination server.

  • itch.io: Must turn ON the "SharedArrayBuffer support" checkbox in upload settings.
  • GitHub Pages, etc.: Often won't work as-is, requiring dedicated workaround plugins (like coi-serviceworker).

Step 3: Final Checklist Before Export

Before running export, always verify the following items.

Check ItemDetails
Case sensitivityDo resource paths (res://) in scripts exactly match actual file names including case?
External tool pathsAre paths to Android SDK, JDK, rcedit, etc. correctly set in "Editor Settings"?
Disable debuggingFor release builds, is "Enable Debugging" OFF in the "Debug" section?
PCK encryptionUnless intended, is encryption OFF?
Main sceneIs the game's startup scene correctly set in "Project Settings" → "Application" → "Run"?

Summary

Godot export is not just a button click—it's a configuration task that requires understanding each platform's characteristics.

By practicing the basic concepts, pitfalls, and best practices explained in this article, export failures should decrease dramatically. In particular, case sensitivity issues and external tool path configuration are keys to successful export.

Once export succeeds, challenge yourself with store submissions and distribution to various platforms (Google Play Store, Steam, itch.io, etc.). We hope your game will be played by many people!