A workflow action to automatically export your Godot games. Supports standard and Mono builds!
This action automatically reads your export_presets.cfg
file to determine which builds to make. Whenever this action runs each of your defined exports will run. The resulting executables will be posted as zip files attached to the created release.
This action creates a release tagged with a Semantic Version. The zip files containing the export results will be attached to this release. More info about releases can be found below.
Define at least 1 export preset by going to Project -> Export
in the Godot editor and creating a configuration. Set the file name in the "Export Path" box. This is how the action knows how to name your binary. Notice how the below image has "win.exe" in the "Export Path" for my windows export. Your executables can be named however you like, as long as they include the appropriate extension .exe
, .x86_64
, etc.
NOTE: The file extension for the Mac OSX export must be anything but .zip
for versions of Godot before 3.2. If the Mac OSX export file extension is .zip
for a Godot version earlier than 3.2, then your project source files will be exported instead of a Mac application. This was a known issue with the Godot command line export. For reference, I used a .z
file extension to make it work for my Mac OSX builds.
godot_executable_download_url
- The Linux Headless version of Godot that you want to export your project with. For example, to use the current stable of version of Godot your value will be
https://downloads.tuxfamily.org/godotengine/3.1.2/Godot_v3.1.2-stable_linux_headless.64.zip
. If you do not use the Linux Headless version exporting will fail.
- The Linux Headless version of Godot that you want to export your project with. For example, to use the current stable of version of Godot your value will be
godot_export_templates_download_url
- The link to the
.tpz
archive of export templates. Can be found athttps://downloads.tuxfamily.org/godotengine
. The export templates must be for the same version of Godot that you are using ingodot_executable_download_url
. For example, thegodot_export_templates_download_url
that matches thegodot_executable_download_url
version ishttps://downloads.tuxfamily.org/godotengine/3.1.2/Godot_v3.1.2-stable_export_templates.tpz
- The link to the
relative_project_path
- The relative path to the directory containing your
project.godot
file. If yourproject.godot
is at the root of your repository then this value should be./
. Do not includeproject.godot
as part of this path.
- The relative path to the directory containing your
export_debug
defaultsfalse
- If
true
, godot will export with debugging tools.
- If
archive_export_output
defaultfalse
- If
true
, exports will be archived. - Note: When
create_release
is true then exports uploaded to the release may be archived regardless of this setting.
- If
archive_single_release_output
defaulttrue
- If exports that result in a single file output should be archived when uploading to the release. Setting this to
false
is useful for exports that use the "Embed PCK" option, as the output executable can be directly uploaded to the release. - Note: This input is only used when
create_release
istrue
.
- If exports that result in a single file output should be archived when uploading to the release. Setting this to
base_version
default0.0.1
- The version which new releases start at. The first release will be this version. After that, releases will automatically be 1 patch version ahead of the version of the latest release. To increment minor and major versions simply set the
base_version
to reflect your desired major and minor versions. When thebase_version
is set to a higher version than the last release version, thebase_version
will be used. - Note: This input is only used when
create_release
istrue
.
- The version which new releases start at. The first release will be this version. After that, releases will automatically be 1 patch version ahead of the version of the latest release. To increment minor and major versions simply set the
create_release
defaulttrue
- If releases should be automatically created.
generate_release_notes
defaultfalse
- If release notes should be automatically generated based on commit history. The generated notes will be added as the body of the release.
- Note: This input is only used when
create_release
istrue
. - Note: When using the GitHub checkout action, ensure you are fetching the entire project history by including
fetch-depth: 0
. See the example workflow configuration for more context.
use_preset_export_path
defaultfalse
- If set to true, exports will be moved to directory defined in
export_presets.cfg
relative to the root of the Git repository. Prioritized overrelative_export_path
.
- If set to true, exports will be moved to directory defined in
relative_export_path
default''
- If provided, exports will be moved to this directory relative to the root of the Git repository.
wine_path
default''
- The absolute path to the wine binary. If specified, Godot will use this to run rcedit to update Windows exe icons. See the setup Windows icons example configuration.
Since this action creates releases and uploads the zip file assets, you will need to supply the GITHUB_TOKEN
environment variable. For an example on how to do this, see the below example workflow configuration. This environment variable is not needed if you set create_release
to false
.
Below is a sample workflow configuration file utilizing this action. This example workflow could be defined in .github/workflows/main.yml
. For more information about defining workflows see the workflow docs.
# Whenever a push is made to the master branch then run the job
on:
push:
branches:
- master
jobs:
# job id, can be anything
export_game:
# Always use ubuntu-latest for this action
runs-on: ubuntu-latest
# Job name, can be anything
name: Export Game Job
steps:
# Always include the checkout step so that
# your project is available for Godot to export
- name: checkout
uses: actions/[email protected]
# Ensure that you get the entire project history
with:
fetch-depth: 0
- name: export game
# Use latest version (see releases for all versions)
uses: firebelley/[email protected]
with:
# Defining all the required inputs
# I used the mono version of Godot in this example
godot_executable_download_url: https://downloads.tuxfamily.org/godotengine/3.3/rc9/mono/Godot_v3.3-rc9_mono_linux_headless_64.zip
godot_export_templates_download_url: https://downloads.tuxfamily.org/godotengine/3.3/rc9/mono/Godot_v3.3-rc9_mono_export_templates.tpz
relative_project_path: ./
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
Mono builds do not require additional configuration. However, if you want to change the build tool that is used (currently defaults to dotnet cli
) then you need to supply your own editor settings with the line mono/builds/build_tool
. The value of this setting should be a number between 0
and 3
. This value corresponds to the build tool dropdown in the editor settings window at Editor Settings -> Mono -> Builds -> Build Tool
. You can look at your local editor_settings-3.tres
to see what this value should be if you want to match the build tool used during local development.
For Android builds, use the setup-android action before this one in your workflow. The default editor settings file used by this action already provides a default path to the Android SDK. If your path is different then supply your own editor settings file.
Some Godot configurations are editor-based and not project-based. This includes items like Android paths. This repository provides a base editor settings that will be used by default when exporting your games. However, you can supply a custom editor settings configuration file by simply copying your custom editor settings file to ~/.config/godot/editor_settings-3.tres
before this action runs. This action will not overwrite an existing editor_settings-3.tres
file.
You can use git tags to set the release version.
For example, using git tag v1.0.0
and then git push --tags
results in base-version 1.0.0 when using the following workflow.
# Whenever tag in the form of `v1.0.0` is pushed then run the job
on:
push:
tags:
- 'v*'
jobs:
# job id, can be anything
export_game:
# Always use ubuntu-latest for this action
runs-on: ubuntu-latest
# Job name, can be anything
name: Export Game Job
steps:
# Always include the checkout step so that
# your project is available for Godot to export
- name: checkout
uses: actions/[email protected]
# Ensure that you get the entire project history
with:
fetch-depth: 0
# separate step to extract the version from the tag name
- name: get tag from version
id: tag_version
run: |
echo ::set-output name=TAG_VERSION::${GITHUB_REF#refs/tags/v}
- name: export game
# Use latest version (see releases for all versions)
uses: firebelley/[email protected]
with:
# Defining all the required inputs
# I used the mono version of Godot in this example
godot_executable_download_url: https://downloads.tuxfamily.org/godotengine/3.3/rc9/mono/Godot_v3.3-rc9_mono_linux_headless_64.zip
godot_export_templates_download_url: https://downloads.tuxfamily.org/godotengine/3.3/rc9/mono/Godot_v3.3-rc9_mono_export_templates.tpz
relative_project_path: ./
create_release: true
base_version: ${{ steps.tag_version.outputs.TAG_VERSION}}
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
Include the following step before this action. For example:
# ...above this line is the workflow job setup
- name: use custom editor settings
run: |
mkdir -p ~/.config/godot
cp ~/path/to/my/editor_settings-3.tres ~/.config/godot/
- name: export game
uses: firebelley/[email protected]
# ...the rest of the action config goes here
In order to configure this action to update your game's Windows exe icon, include the following block before this action. Example:
- name: install wine
id: wine_install
run: |
sudo apt install wine64
echo ::set-output name=WINE_PATH::$(which wine64)
And then supply this WINE_PATH
output to the wine_path
input for this action:
- name: export game
uses: firebelley/[email protected]
with:
# ... any other input configuration goes here in accordance with the documentation
#
# read the wine path here that was an output of the wine_install step
wine_path: ${{ steps.wine_install.outputs.WINE_PATH }}