exporting_projects.rst 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207
  1. .. _doc_exporting_projects:
  2. Exporting projects
  3. ==================
  4. .. highlight:: none
  5. Why export?
  6. -----------
  7. Originally, Godot did not have any means to export projects. The
  8. developers would compile the proper binaries and build the packages for
  9. each platform manually.
  10. When more developers (and even non-programmers) started using it, and
  11. when our company started taking more projects at the same time, it
  12. became evident that this was a bottleneck.
  13. On PC
  14. ~~~~~
  15. Distributing a game project on PC with Godot is rather easy. Drop
  16. the Godot binary in the same directory as the ``project.godot`` file,
  17. then compress the project directory and you are done.
  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 find it inelegant, and so on.
  22. Another reason is that the developer might prefer a specially-compiled
  23. binary, which is smaller in size, more optimized and does not include
  24. tools like the editor and debugger.
  25. Finally, Godot has a simple but efficient system for
  26. :ref:`creating DLCs as extra package files <doc_exporting_pcks>`.
  27. On mobile
  28. ~~~~~~~~~
  29. The same scenario on mobile platforms is a little worse.
  30. To distribute a project on those devices, a binary for each of
  31. those platforms is built, then added to a native project together
  32. 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. While learning each SDK is always encouraged, it can be
  36. frustrating to be forced to do it at an undesired time.
  37. There is also another problem with this approach: different devices
  38. prefer some data in different formats to run. The main example of this
  39. is texture compression. All PC hardware uses S3TC (BC) compression and
  40. that has been standardized for more than a decade, but mobile devices
  41. use different formats for texture compression, such as PVRTC (iOS) or
  42. ETC (Android).
  43. Export menu
  44. -----------
  45. After many attempts at different export workflows, the current one has
  46. proven to work the best. At the time of this writing, not all platforms are
  47. supported yet, but the supported platforms continue to grow.
  48. To open the export menu, click the **Export** button:
  49. .. image:: img/export.png
  50. The export menu will open. However, it will be completely empty.
  51. This is because we need to add an export preset.
  52. .. image:: img/export_dialog.png
  53. To create an export preset, click the **Add…** button at the top
  54. of the export menu. This will open a drop-down list of platforms
  55. to choose from for an export preset.
  56. .. image:: img/export_preset.png
  57. The default options are often enough to export, so tweaking them is
  58. usually not necessary. However, many platforms require additional
  59. tools (SDKs) to be installed to be able to export. Additionally, Godot
  60. needs export templates installed to create packages. The export menu
  61. will complain when something is missing and will not allow the user to
  62. export for that platform until they resolve it:
  63. .. image:: img/export_error.png
  64. At that time, the user is expected to come back to the documentation and follow
  65. instructions on how to properly set up that platform.
  66. Export templates
  67. ~~~~~~~~~~~~~~~~
  68. Apart from setting up the platform, the export templates must be
  69. installed to be able to export projects. They can be obtained as a
  70. TPZ file (which is a renamed ZIP archive) from the
  71. `download page of the website <https://www.godotengine.org/download>`_.
  72. Once downloaded, they can be installed using the **Install Export Templates**
  73. option in the editor:
  74. .. image:: img/exptemp.png
  75. .. _doc_exporting_projects_export_mode:
  76. Export mode
  77. ~~~~~~~~~~~
  78. When exporting, Godot makes a list of all the files to export and then
  79. creates the package. There are 3 different modes for exporting:
  80. - Export all resources in the project
  81. - Export selected scenes (and dependencies)
  82. - Export selected resources (and dependencies)
  83. .. image:: img/expres.png
  84. **Export all resources in the project** will export every resource in the
  85. project. **Export selected scenes** and **Export selected resources** gives
  86. you a list of the scenes or resources in the project, and you have to
  87. select every scene or resource you want to export.
  88. .. image:: img/expselected.png
  89. .. note::
  90. Files and folders whose name begin with a period will never be included in
  91. the exported project. This is done to prevent version control folders like
  92. ``.git`` from being included in the exported PCK file.
  93. Exporting from the command line
  94. -------------------------------
  95. In production, it is useful to automate builds, and Godot supports this
  96. with the ``--export`` and ``--export-debug`` command line parameters.
  97. Exporting from the command line still requires an export preset to define
  98. the export parameters. A basic invocation of the command would be:
  99. .. code-block:: shell
  100. godot --export "Windows Desktop" some_name
  101. This will export to ``some_name.exe``, assuming there is a preset
  102. called "Windows Desktop" and the template can be found. (The export preset name
  103. must be written within quotes if it contains spaces or special characters.)
  104. The output path is relative to the project path or absolute;
  105. it does not respect the directory the command was invoked from.
  106. You can also configure it to export *only* the PCK or ZIP file, allowing
  107. a single exported main pack file to be used with multiple Godot executables.
  108. When doing so, the export preset name must still be specified on the command line:
  109. .. code-block:: shell
  110. godot --export-pack "Windows Desktop" some_name.pck
  111. It is often useful to combine the ``--export`` flag with the ``--path``
  112. flag, so that you do not need to ``cd`` to the project folder before running
  113. the command:
  114. .. code-block:: shell
  115. godot --path /path/to/project --export "Windows Desktop" some_name
  116. .. seealso::
  117. See :ref:`doc_command_line_tutorial` for more information about using Godot
  118. from the command line.
  119. PCK versus ZIP pack file formats
  120. --------------------------------
  121. Each format has its upsides and downsides. PCK is the default and recommended
  122. format for most use cases, but you may want to use a ZIP archive instead
  123. depending on your needs.
  124. **PCK format:**
  125. - Uncompressed format. Larger file size, but faster to read/write.
  126. - Not readable and writable using tools normally present on the user's
  127. operating system, even though there are
  128. `third-party tools <https://github.com/hhyyrylainen/GodotPckTool>`__
  129. to extract and create PCK files.
  130. **ZIP format:**
  131. - Compressed format. Smaller file size, but slower to read/write.
  132. - Readable and writable using tools normally present on the user's operating system.
  133. This can be useful to make modding easier (see also :ref:`doc_exporting_pcks`).
  134. .. warning::
  135. Due to a `known bug <https://github.com/godotengine/godot/pull/42123>`__,
  136. when using a ZIP file as a pack file, the exported binary will not try to use
  137. it automatically. Therefore, you have to create a *launcher script* that
  138. the player can double-click or run from a terminal to launch the project::
  139. :: launch.bat (Windows)
  140. @echo off
  141. my_project.exe --main-pack my_project.zip
  142. # launch.sh (Linux)
  143. ./my_project.x86_64 --main-pack my_project.zip
  144. Save the launcher script and place it in the same folder as the exported binary.
  145. On Linux, make sure to give executable permissions to the launcher script using
  146. the command ``chmod +x launch.sh``.