exporting_projects.rst 4.8 KB

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  1. .. _doc_exporting_projects:
  2. Exporting projects
  3. ==================
  4. Why exporting?
  5. --------------
  6. Originally, Godot did not have any means to export projects. The
  7. developers would compile the proper binaries and build the packages for
  8. each platform manually.
  9. When more developers (and even non-programmers) started using it, and
  10. when our company started taking more projects at the same time, it
  11. became evident that this was a bottleneck.
  12. On PC
  13. ~~~~~
  14. Distributing a game project on PC with Godot is rather easy. Just drop
  15. the godot.exe (or godot) binary together in the same place as the
  16. engine.cfg file, zip it and you are done. This can be taken advantage to
  17. make custom installers.
  18. It sounds simple, but there are probably a few reasons why the developer
  19. may not want to do this. The first one is that it may not be desirable
  20. to distribute loads of files. Some developers may not like curious users
  21. peeking at how the game was made, others may just find it inelegant,
  22. etc.
  23. Another reason is that, for distribution, the developer might use a
  24. specially compiled binary, which is smaller in size, more optimized and
  25. does not include tools inside (like the editor, debugger, etc).
  26. Finally, Godot has a simple but efficient system for creating DLCs as
  27. extra package files.
  28. On mobile
  29. ~~~~~~~~~
  30. The same scenario in mobile is a little worse. To distribute a project
  31. in those devices, a binary for each of those platforms is built, then
  32. added to a native project together with the game data.
  33. This can be troublesome because it means that the developer must be
  34. familiarized with the SDK of each platform before even being able to
  35. export. In other words, while learning each SDK is always encouraged, it
  36. can be frustrating to be forced to do it at an undesired time.
  37. There is also another problem with this approach, which is the fact that
  38. different devices prefer some data in different formats to run. The main
  39. example of this is texture compression. All PC hardware uses S3TC (BC)
  40. compression and that has been standardized for more than a decade, but
  41. mobile devices use different formats for texture compression, such as
  42. PVRCT (iOS) or ETC (Android)
  43. Export dialog
  44. -------------
  45. After many attempts at different export workflows, the current one has
  46. worked the best. At the time of this writing, not all platforms are
  47. supported yet, but that will change soon.
  48. To open the export dialog, just click the "Export" Button:
  49. .. image:: /img/export.png
  50. The dialog will open, showing all the supported export platforms:
  51. .. image:: /img/export_dialog.png
  52. The default options are often enough to export, so tweaking them is not
  53. necessary until it's needed. However, many platforms require additional
  54. tools (SDKs) to be installed to be able to export. Additionally, Godot
  55. needs exports templates installed to create packages. The export dialog
  56. will complain when something is missing and will not allow the user to
  57. export for that platform until he or she resolves it:
  58. .. image:: /img/export_error.png
  59. At that time, the user is expected to come back to the wiki and follow
  60. instructions on how to properly set up that platform.
  61. Export templates
  62. ~~~~~~~~~~~~~~~~
  63. Apart from setting up the platform, the export templates must be
  64. installed to be able to export projects. They can be downloaded as a
  65. .tpz (a renamed .zip) file from the wiki.
  66. Once downloaded, they can be installed using the "Install Export
  67. Templates" option in the editor:
  68. .. image:: /img/exptemp.png
  69. Export mode
  70. ~~~~~~~~~~~
  71. When exporting, Godot makes a list of all the files to export and then
  72. creates the package. There are 3 different modes for exporting:
  73. - Export every single file in the project
  74. - Export only resources (+custom filter), this is default.
  75. - Export only selected resources (+custom filter)
  76. .. image:: /img/expres.png
  77. - **Export every single file** - This mode exports every single file in
  78. the project. This is good to test if something is being forgotten,
  79. but developers often have a lot of unrelated stuff around in the dev
  80. dir, which makes it a bad idea.
  81. - **Export only resources** - Only resources are exported. For most
  82. projects, this is enough. However many developers like to use custom
  83. datafiles in their games. To compensate for this, filters can be
  84. added for extra extensions (like, *.txt,*.csv, etc).
  85. - **Export only selected resources** - Only select resources from a
  86. list are exported. This is probably overkill for most projects, but
  87. in some cases it is justified (usually huge projects). This mode
  88. offers total control of what is exported. Individual resources can be
  89. selected and dependency detection is performed to ensure that
  90. everything needed is added. As a plus, this mode allows to
  91. "Bundle" scenes and dependencies into a single file, which is
  92. *really* useful for games distributed on optical media.
  93. .. image:: /img/expselected.png