![]() name: checkout uses: # Ensure that you get the entire project history with:įetch-depth: 0 # Automatically stores the tag name for later use # Always include the checkout step so that # your project is available for Godot to export # Always use ubuntu-latest for this action runs-on: ubuntu-latest # Job name, can be anything name: Export Game steps: # Whenever a tag push matching pattern "v*" then run the job on: This workflow will export your game when a tag is pushed, archive the files, and create a release containing the archives. For more information about defining workflows see the workflow docs. This example workflow could be defined in. Note that the inputs relative_export_path and use_preset_export_path do not change this output value.īelow is a sample workflow configuration file utilizing this action. This directory will be empty if archive_output is not set. The directory containing archived exports. Note that the inputs relative_export_path and use_preset_export_path do not change this output value. The directory containing the raw (unarchived) exported files. See the setup Windows icons example configuration.īuild using godot 4 executable (NOTE: godot_executable_download_url and godot_export_templates_download_url still need to be configured to download the correct version. If specified, Godot will use this to run rcedit to update Windows exe icons. In other words, exports will use the export path specified in the export preset in relation to the location of the project.godot file. Move exports to the directory defined in export_presets.cfg relative to relative_project_path. NOTE: This setting is overridden by use_preset_export_path. Move exports to the provided directory relative to the root of the Git repository. Place exported files under a root folder when archiving, rather than placing the files themselves at the root of the archive. Do not include project.godot as part of this path. If your project.godot file is at the root of your repository then this value should be. The relative path to the directory containing your project.godot file. ![]() If you do not use the Linux Headless version exporting will fail. The Linux Headless version of Godot that you want to use to export your project. Workflow Configuration Action Inputs Input Name z file extension to make it work for my Mac OSX builds. This was a known issue with the Godot command line export. zip for a Godot version earlier than 3.2, then your project source files will be exported instead of a Mac application. NOTE: The file extension for the Mac OSX export must be anything but. Your executables can be named however you like, as long as they include the appropriate extension. ![]() Notice how the below image has "win.exe" in the "Export Path" for my windows export. This is how the action knows how to name your binary. Set the file name in the "Export Path" box. ![]() Setting Up Export Presetsĭefine at least 1 export preset by going to Project -> Export in the Godot editor and creating a configuration. The resulting executables can then be optionally attached to a release. Whenever this action runs each of your defined exports will run. This action automatically reads your export_presets.cfg file to determine which builds to make. Supports standard and Mono builds! Contents A workflow action to automatically export your Godot games. ![]()
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