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Clarify the expected output file extensions in Exporting projects

Hugo Locurcio 3 年之前
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共有 1 个文件被更改,包括 13 次插入3 次删除
  1. 13 3
      getting_started/workflow/export/exporting_projects.rst

+ 13 - 3
getting_started/workflow/export/exporting_projects.rst

@@ -139,13 +139,23 @@ the export parameters. A basic invocation of the command would be:
 
 
 .. code-block:: shell
 .. code-block:: shell
 
 
-    godot --export "Windows Desktop" some_name
+    godot --export "Windows Desktop" some_name.exe
 
 
 This will export to ``some_name.exe``, assuming there is a preset
 This will export to ``some_name.exe``, assuming there is a preset
 called "Windows Desktop" and the template can be found. (The export preset name
 called "Windows Desktop" and the template can be found. (The export preset name
 must be written within quotes if it contains spaces or special characters.)
 must be written within quotes if it contains spaces or special characters.)
-The output path is relative to the project path or absolute;
-it does not respect the directory the command was invoked from.
+The output path is *relative to the project path* or *absolute*;
+**it does not respect the directory the command was invoked from**.
+
+The output file extension should match the one used by the Godot export process:
+
+- Windows: ``.exe``
+- macOS: ``.zip`` (from all platforms) or ``.dmg`` (only when exporting *from* macOS).
+  ``.app`` is not supported directly, although the generated ZIP archive contains an ``.app`` bundle.
+- Linux: Any extension (including none). ``.x86_64`` is typically used for 64-bit x86 binaries.
+- HTML5: ``.zip``
+- Android: ``.apk``
+- iOS: ``.zip``
 
 
 You can also configure it to export *only* the PCK or ZIP file, allowing
 You can also configure it to export *only* the PCK or ZIP file, allowing
 a single exported main pack file to be used with multiple Godot executables.
 a single exported main pack file to be used with multiple Godot executables.