# Godot 4 export action for Gitea This action takes care of the repetitive part of exporting a Godot game in Gitea: getting the right Godot editor, installing its matching export templates, and running one of the presets already in your project. It runs directly on the runner you already have. No Docker image is involved, which makes it a good fit for host-based runners on Linux, macOS, and Windows. Once the first build has finished, Godot and its templates are cached so later builds can get straight to exporting. ## What it builds You choose the Godot preset, the build type, and the output filename. The action then puts that build in its own temporary folder and exposes the folder as `build-directory`, ready for an upload or release step. The runner's operating system and architecture determine which Godot editor is downloaded. The export preset determines what you are building, so a Linux runner can still export a Windows game when the preset is set up for it. ## Getting started Add the action after checking out your project. In this example, the Godot project lives in `games/my-game` and exports the `Windows Desktop` preset: ```yaml name: Export game on: [push] jobs: export: runs-on: ubuntu-24.04 steps: - uses: actions/checkout@v4 - id: godot-export uses: https://git.omgitsalexl.me/omgitsalexl/godot-export-action@v1 with: godot-version: 4.7.2-stable host-os: linux host-arch: x86_64 project-path: games/my-game export-preset: Windows Desktop export-mode: release export-file-name: my-game.exe - uses: actions/upload-artifact@v4 with: name: my-game path: ${{ steps.godot-export.outputs.build-directory }} ``` The uploaded artifact is the whole build folder, so companion files such as a `.pck` file are kept together with the executable. ## Inputs | Input | Required | Default | Description | | --- | --- | --- | --- | | `godot-version` | Yes | — | The Godot 4 release tag to use, without the leading `v`; for example, `4.7.2-stable`. | | `host-os` | Yes | — | The machine running the job: `linux`, `macos`, or `windows`. The action checks this before it starts. | | `host-arch` | Yes | — | The runner's architecture. Linux supports `x86_32`, `x86_64`, `arm32`, and `arm64`; Windows supports `x86_32`, `x86_64`, and `arm64`; macOS supports `x86_64` and `arm64`. | | `dotnet` | No | `false` | Set this to `true` for a Godot .NET/C# project. | | `project-path` | No | `.` | Where your Godot project sits inside the checked-out repository. | | `export-preset` | Yes | — | The preset name exactly as it appears in `export_presets.cfg`. | | `export-mode` | No | `release` | Choose `release` for a shipping build or `debug` for a debug build. | | `export-file-name` | Yes | — | The name of the exported file, such as `my-game.exe` or `my-game.zip`. Use the extension your target expects. | | `cache` | No | `true` | Set to `false` if you need a completely fresh Godot download for a run. | ## Outputs | Output | Description | | --- | --- | | `build-directory` | The absolute path to this export's own folder in the runner's temporary directory. | ## A few helpful notes - Your project needs both `project.godot` and `export_presets.cfg`. Preset names with spaces, such as `Windows Desktop`, are fine. - Downloads are checked against Godot's published `SHA512-SUMS.txt` file before anything is extracted. - On Linux, make sure the runner has `curl`, `unzip`, and `sha512sum`. macOS needs `curl`, `unzip`, and `shasum`. Windows uses the archive and hashing tools built into PowerShell. - The cache includes the editor and the full export-template package. Gitea keeps that cache on each runner by default; an administrator can configure shared storage if several runners should reuse it. - This action installs Godot, not every SDK around it. Android, iOS, console, and other platform-specific presets may still need their own SDKs, credentials, or signing setup on the runner. - The cache step uses `actions/cache@v4.1.0` so it works with Gitea Runner 2.x. That runner generation also needs the Gitea artifact fork instead of the stock artifact action.