build-pipeline
构建流水线技能。管理项目的导出、打包、版本管理等流程。 支持多平台导出和自动化构建。
- License 许可
- MIT
- 最近更新
- 2026-11-10
- Stars
- ★ 3
- Forks
- 1
01 前言 Front Matter
- name
- build-pipeline
- inputs
- [ { "enum": [ "windows", "linux", "macos", "android", "ios", "web" ], "name": "platform", "type": "string", "required": true }, { "enum": [ "debug", "release" ], "name": "build_type", "type": "string", "default": "release" } ]
- outputs
- [ { "name": "build_output", "type": "directory", "path_pattern": "builds/{platform}/" } ]
- version
- 1.0.0
- triggers
- [ { "pattern": "导出|打包|构建|build|export|发布|release" } ]
- description
- 构建流水线技能。管理项目的导出、打包、版本管理等流程。 支持多平台导出和自动化构建。
- dependencies
- [ "godot-core", "file-manager" ]
03 SKILL.md 正文
构建流水线技能
管理 Godot 项目的导出和发布流程。
导出配置
export_presets.cfg 模板
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/windows/{project_name}.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
codesign/enable=false
application/modify_resources=true
application/icon="res://icon.ico"
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
ssh_remote_deploy/enabled=false
[preset.1]
name="Linux/X11"
platform="Linux/X11"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/linux/{project_name}.x86_64"
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
ssh_remote_deploy/enabled=false
[preset.2]
name="macOS"
platform="macOS"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/macos/{project_name}.dmg"
[preset.2.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=0
binary_format/architecture="universal"
application/icon="res://icon.icns"
application/icon_interpolation=4
application/bundle_identifier=""
application/signature=""
application/app_category="Games"
application/short_version=""
application/version=""
application/copyright=""
application/copyright_localized={}
application/min_macos_version="10.12"
application/export_angle=0
display/high_res=true
codesign/codesign=1
codesign/identity=""
codesign/certificate_file=""
codesign/certificate_password=""
codesign/entitlements/custom_file=""
notarization/notarization=0
ssh_remote_deploy/enabled=false
[preset.3]
name="Android"
platform="Android"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/android/{project_name}.apk"
[preset.3.options]
custom_template/debug=""
custom_template/release=""
gradle_build/use_gradle_build=false
gradle_build/export_format=0
gradle_build/min_sdk=""
gradle_build/target_sdk=""
architectures/armeabi-v7a=true
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=1
version/name="1.0.0"
package/unique_name="com.example.game"
package/name=""
package/signed=true
package/app_category=2
package/retain_data_on_uninstall=false
package/exclude_from_recents=false
launcher_icons/main_192x192=""
launcher_icons/adaptive_foreground_432x432=""
launcher_icons/adaptive_background_432x432=""
graphics/opengl_debug=false
xr_features/xr_mode=0
screen/immersive_mode=true
screen/support_small=true
screen/support_normal=true
screen/support_large=true
screen/support_xlarge=true
user_data_backup/allow=false
command_line/extra_args=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
permissions/custom_permissions=PackedStringArray()
permissions/access_checkin_properties=false
permissions/access_coarse_location=false
permissions/access_fine_location=false
permissions/access_network_state=false
permissions/access_wifi_state=false
permissions/camera=false
permissions/change_network_state=false
permissions/change_wifi_multicast_state=false
permissions/change_wifi_state=false
permissions/internet=true
permissions/read_external_storage=false
permissions/record_audio=false
permissions/vibrate=true
permissions/write_external_storage=false
[preset.4]
name="Web"
platform="Web"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/web/index.html"
[preset.4.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
构建脚本
build.gd (编辑器脚本)
@tool
## 构建脚本
##
## 在编辑器中执行自动化构建
extends EditorScript
const BUILD_DIR = "builds/"
const VERSION_FILE = "res://version.txt"
func _run() -> void:
print("=== 开始构建 ===")
var version = _read_version()
print("版本: " + version)
_clean_build_dir()
_export_all_platforms(version)
print("=== 构建完成 ===")
func _read_version() -> String:
if FileAccess.file_exists(VERSION_FILE):
var file = FileAccess.open(VERSION_FILE, FileAccess.READ)
return file.get_as_text().strip_edges()
return "1.0.0"
func _clean_build_dir() -> void:
var dir = DirAccess.open("res://")
if dir.dir_exists(BUILD_DIR):
# 递归删除
_remove_dir_recursive(BUILD_DIR)
dir.make_dir(BUILD_DIR)
func _remove_dir_recursive(path: String) -> void:
var dir = DirAccess.open(path)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name != "." and file_name != "..":
var full_path = path + "/" + file_name
if dir.current_is_dir():
_remove_dir_recursive(full_path)
else:
dir.remove(file_name)
file_name = dir.get_next()
dir.list_dir_end()
DirAccess.open("res://").remove(path)
func _export_all_platforms(version: String) -> void:
var export_presets = [
{"name": "Windows Desktop", "suffix": ".exe"},
{"name": "Linux/X11", "suffix": ".x86_64"},
{"name": "Web", "suffix": ""}
]
for preset in export_presets:
_export_platform(preset.name, version, preset.suffix)
func _export_platform(preset_name: String, version: String, suffix: String) -> void:
print("导出: " + preset_name)
var platform_dir = BUILD_DIR + preset_name.to_lower().replace("/", "_").replace(" ", "_")
DirAccess.open("res://").make_dir_recursive(platform_dir)
# 使用 EditorExportPlatform 导出
# 注意:这需要在编辑器中运行
版本管理
version.txt
1.0.0
version_manager.gd
## 版本管理器
class_name VersionManager
const VERSION_FILE = "res://version.txt"
static func get_version() -> String:
if FileAccess.file_exists(VERSION_FILE):
var file = FileAccess.open(VERSION_FILE, FileAccess.READ)
return file.get_as_text().strip_edges()
return "0.0.0"
static func set_version(version: String) -> void:
var file = FileAccess.open(VERSION_FILE, FileAccess.WRITE)
file.store_string(version)
static func bump_patch() -> String:
var current = get_version()
var parts = current.split(".")
parts[2] = str(int(parts[2]) + 1)
var new_version = ".".join(parts)
set_version(new_version)
return new_version
static func bump_minor() -> String:
var current = get_version()
var parts = current.split(".")
parts[1] = str(int(parts[1]) + 1)
parts[2] = "0"
var new_version = ".".join(parts)
set_version(new_version)
return new_version
static func bump_major() -> String:
var current = get_version()
var parts = current.split(".")
parts[0] = str(int(parts[0]) + 1)
parts[1] = "0"
parts[2] = "0"
var new_version = ".".join(parts)
set_version(new_version)
return new_version
CI/CD 配置
GitHub Actions
.github/workflows/build.yml
name: Build Game
on:
push:
tags:
- 'v*'
workflow_dispatch:
env:
GODOT_VERSION: 4.6
PROJECT_NAME: MyGame
jobs:
build-windows:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Windows
run: |
mkdir -v -p builds/windows
godot --headless --export-release "Windows Desktop" builds/windows/${PROJECT_NAME}.exe
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: windows-build
path: builds/windows
build-linux:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Linux
run: |
mkdir -v -p builds/linux
godot --headless --export-release "Linux/X11" builds/linux/${PROJECT_NAME}.x86_64
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: linux-build
path: builds/linux
build-web:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Web
run: |
mkdir -v -p builds/web
godot --headless --export-release "Web" builds/web/index.html
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: web-build
path: builds/web
create-release:
needs: [build-windows, build-linux, build-web]
runs-on: ubuntu-latest
if: startsWith(github.ref, 'refs/tags/')
steps:
- name: Download all artifacts
uses: actions/download-artifact@v4
- name: Create ZIP archives
run: |
cd windows-build && zip -r ../${PROJECT_NAME}-windows.zip . && cd ..
cd linux-build && zip -r ../${PROJECT_NAME}-linux.zip . && cd ..
cd web-build && zip -r ../${PROJECT_NAME}-web.zip . && cd ..
- name: Create Release
uses: softprops/action-gh-release@v1
with:
files: |
${PROJECT_NAME}-windows.zip
${PROJECT_NAME}-linux.zip
${PROJECT_NAME}-web.zip
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GitLab CI
.gitlab-ci.yml
image: barichello/godot-ci:4.6
stages:
- build
- deploy
variables:
GODOT_VERSION: "4.6"
PROJECT_NAME: "MyGame"
before_script:
- mkdir -v -p ~/.local/share/godot/export_templates
- mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
build:windows:
stage: build
script:
- mkdir -v -p builds/windows
- godot --headless --export-release "Windows Desktop" builds/windows/${PROJECT_NAME}.exe
artifacts:
paths:
- builds/windows
build:linux:
stage: build
script:
- mkdir -v -p builds/linux
- godot --headless --export-release "Linux/X11" builds/linux/${PROJECT_NAME}.x86_64
artifacts:
paths:
- builds/linux
build:web:
stage: build
script:
- mkdir -v -p builds/web
- godot --headless --export-release "Web" builds/web/index.html
artifacts:
paths:
- builds/web
pages:
stage: deploy
dependencies:
- build:web
script:
- mv builds/web public
artifacts:
paths:
- public
only:
- main
命令行构建
本地构建脚本
build.ps1 (Windows PowerShell)
param(
[string]$Platform = "all",
[string]$BuildType = "release",
[string]$GodotPath = "C:\Godot\Godot_v4.6-stable_win64.exe"
)
$ProjectName = "MyGame"
$BuildDir = "builds"
function Build-Platform {
param([string]$PresetName, [string]$OutputDir, [string]$FileName)
Write-Host "Building for $PresetName..."
New-Item -ItemType Directory -Force -Path "$BuildDir/$OutputDir" | Out-Null
$exportArg = if ($BuildType -eq "debug") { "--export-debug" } else { "--export-release" }
& $GodotPath --headless $exportArg $PresetName "$BuildDir/$OutputDir/$FileName"
if ($LASTEXITCODE -eq 0) {
Write-Host "✓ $PresetName build completed" -ForegroundColor Green
} else {
Write-Host "✗ $PresetName build failed" -ForegroundColor Red
}
}
# 清理构建目录
if (Test-Path $BuildDir) {
Remove-Item -Recurse -Force $BuildDir
}
switch ($Platform) {
"windows" {
Build-Platform "Windows Desktop" "windows" "$ProjectName.exe"
}
"linux" {
Build-Platform "Linux/X11" "linux" "$ProjectName.x86_64"
}
"web" {
Build-Platform "Web" "web" "index.html"
}
"all" {
Build-Platform "Windows Desktop" "windows" "$ProjectName.exe"
Build-Platform "Linux/X11" "linux" "$ProjectName.x86_64"
Build-Platform "Web" "web" "index.html"
}
default {
Write-Host "Unknown platform: $Platform"
Write-Host "Available: windows, linux, web, all"
}
}
Write-Host "`nBuild complete!"
build.sh (Linux/macOS)
#!/bin/bash
PLATFORM=${1:-"all"}
BUILD_TYPE=${2:-"release"}
GODOT_PATH=${GODOT_PATH:-"godot"}
PROJECT_NAME="MyGame"
BUILD_DIR="builds"
build_platform() {
local preset=$1
local output_dir=$2
local filename=$3
echo "Building for $preset..."
mkdir -p "$BUILD_DIR/$output_dir"
if [ "$BUILD_TYPE" = "debug" ]; then
export_arg="--export-debug"
else
export_arg="--export-release"
fi
$GODOT_PATH --headless $export_arg "$preset" "$BUILD_DIR/$output_dir/$filename"
if [ $? -eq 0 ]; then
echo "✓ $preset build completed"
else
echo "✗ $preset build failed"
fi
}
# 清理
rm -rf "$BUILD_DIR"
case $PLATFORM in
"windows")
build_platform "Windows Desktop" "windows" "$PROJECT_NAME.exe"
;;
"linux")
build_platform "Linux/X11" "linux" "$PROJECT_NAME.x86_64"
;;
"macos")
build_platform "macOS" "macos" "$PROJECT_NAME.dmg"
;;
"web")
build_platform "Web" "web" "index.html"
;;
"all")
build_platform "Windows Desktop" "windows" "$PROJECT_NAME.exe"
build_platform "Linux/X11" "linux" "$PROJECT_NAME.x86_64"
build_platform "Web" "web" "index.html"
;;
*)
echo "Unknown platform: $PLATFORM"
echo "Available: windows, linux, macos, web, all"
;;
esac
echo ""
echo "Build complete!"
发布清单
发布前检查
## 发布清单
### 代码质量
- [ ] 所有功能测试通过
- [ ] 无控制台错误/警告
- [ ] 移除所有调试代码
- [ ] 移除测试场景
### 性能
- [ ] 目标平台帧率达标
- [ ] 内存使用合理
- [ ] 加载时间可接受
### 资源
- [ ] 所有资源已优化
- [ ] 纹理压缩正确
- [ ] 音频格式正确
### 配置
- [ ] 版本号已更新
- [ ] 导出设置正确
- [ ] 应用图标已设置
### 平台特定
- [ ] Windows: 图标/签名
- [ ] macOS: 签名/公证
- [ ] Android: 签名/权限
- [ ] Web: 兼容性测试
### 发布
- [ ] 更新日志已写
- [ ] README 已更新
- [ ] 创建 Git Tag
使用示例
构建并导出游戏:
- 平台:Windows + Web
- 版本:自动递增补丁版本
- 上传到 GitHub Release
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