Exporting
Note
In order for your exported game to work, you need our custom export templates. Download them from the corresponding GitHub release.
To export your game, you need to add our export templates to Godot. After you've downloaded them, open the export template manager in Godot and select Install from File
:
After the export templates have been added, you can export your game. Your game jar
will be included in pck
.
On desktop platforms, this also copies the JRE folder of your project in the exported game folder.
Danger
The official export templates from Godot will not work! You have to use our export templates or build your own! Therefore, you cannot just hit the "Download and Install" button in the export template manager!
Requirements
To export your game, you need to have an embedded JRE created. Run the following command within your project's root.
- amd64 systems:
1
jlink --add-modules java.base,java.logging --output jre-amd64
- arm64 systems:
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jlink --add-modules java.base,java.logging --output jre-arm64
The above command will create a very minimal JVM, if you need extra features you can include the following modules:
jdk.jdwp.agent
to enable remote debuggingjdk.management.agent
to enable JMX.
Special note for MacOS: To create a universal app, you'll need both amd64 and arm64 JRE. You can create an amd64 JRE
by using jlink
with rosetta and an amd64 JDK on an arm64 MacOS.
Warning
For desktop exports you need to make exports based on the platform you're on, as exporting will copy the generated jre folder to your export. An MacOS JRE will not work on Windows, so you'll need a Windows host to export for Windows.
Specifics
godot-bootstrap.jar
and main.jar
are copied into pck
during the export process.
As a real file path is needed to handle them, they are copied on the first game version start
from res://
to user://
(we check if they exist and also check the md5 hash) to only update when needed.
Don't forget to remove them when writing an uninstaller for your game.
Android
Warning
If you plan to export your game to android, make sure the libraries you use, are actually compatible with android.
In order to build for Android, set the isAndroidExportEnabled
flag to true
in your build file.
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On Android, we do not embed a JVM, we use the existing VM provided by the OS. In order for your game to load the necessary JAR files,
they need to be converted into .dex
format. Our Gradle plugin will handle this for you, but you need to fulfill the following requirements:
- Android SDK installed.
-
d8
tool resolvable by setting thed8ToolPath
to the file path ofd8
:1 2 3
godot { d8ToolPath = File("${System.getenv("ANDROID_SDK_ROOT")}/build-tools/31.0.0/d8") }
-
Setting the
androidCompileSdkDir
to your target SDK version (most of the time, you want to set it to the newest version available):1 2 3
godot { androidCompileSdkDir = File("${System.getenv("ANDROID_SDK_ROOT")}/platforms/android-30") }
-
Setting the
androidMinApi
(equivalent to--min-api
argument ofd8
tool), default is21
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godot { androidMinApi = 22 }
Danger
Similar to the desktop targets, the game copies the needed jar files to the user://
directory upon first execution or if the files have changed. On Android this is the applications files
folder. If you do IO operations on Android, never empty the whole files
folder! Only delete what you have added or exclude the following two files when clearing the files
folder: godot-bootstrap-dex.jar
and main-dex.jar
.
GraalVM Native Image
Warning
GraalVM Native Image is an advanced feature and requires a lot of work to support. Especially if you rely on many third party libraries.
In order to build for graalvm, follow GraalVM native-image
section in advanced user guide.
The main.jar
and godot-bootstrap.jar
are compiled into a single usercode
shared library is copied into pck
during the export process. Similar to the regular export versions, the usercode
shared library is copied to the user://
dir. Don't forget to delete it when creating an uninstaller.
On desktop platform default export is inferred by the godot_kotin_configuration.json
file. You still can export for jvm
and native-image
, by adding feature export-all-jvm
. In this case, the default JVM started by engine is the one from godot_kotin_configuration.json
and can be overridden by command-line.
iOS
Warning
IOS export is experimental.
Additionally, to the regular GraalVM configuration mentioned above, add the following in build.gradle.kts
:
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Warning
With this export you don't have a choice regarding JVM embedding in the app. Godot Kotlin's Gradle plugin will automatically download a iOS static JDK libraries and pack it with your code for iOS.