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Documented export config files and evironment vars
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@@ -148,10 +148,6 @@ Now fill in the following forms in your Android Export Presets:
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- **Release User:** Replace with the key alias.
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- **Release Password:** Key password. Note that the keystore password and the key password currently have to be the same.
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**Your export_presets.cfg file now contains sensitive information.** If you use
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a version control system, you should remove it from public repositories and add
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it to your ``.gitignore`` file or equivalent.
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Don't forget to uncheck the **Export With Debug** checkbox while exporting.
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.. image:: img/export-with-debug-button.png
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@@ -176,3 +172,30 @@ and ARMv8 is usually sufficient to cover most devices in use today.
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You can optimize the size further by compiling an Android export template with
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only the features you need. See :ref:`doc_optimizing_for_size` for more
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information.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: Android export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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* - Options / Keystore / Debug
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- GODOT_ANDROID_KEYSTORE_DEBUG_PATH
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* - Options / Keystore / Debug User
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- GODOT_ANDROID_KEYSTORE_DEBUG_USER
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* - Options / Keystore / Debug Password
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- GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD
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* - Options / Keystore / Release
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- GODOT_ANDROID_KEYSTORE_RELEASE_PATH
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* - Options / Keystore / Release User
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- GODOT_ANDROID_KEYSTORE_RELEASE_USER
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* - Options / Keystore / Release Password
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- GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD
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@@ -104,3 +104,22 @@ Plugins for iOS
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Special iOS plugins can be used in Godot. Check out the
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:ref:`doc_plugins_for_ios` page.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: iOS export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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* - Options / Application / Provisioning Profile UUID Debug
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- GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG
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* - Options / Application / Provisioning Profile UUID Release
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- GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE
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@@ -17,3 +17,18 @@ Godot offers a more elegant approach for PC distribution when using the export
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system. When exporting for Linux, the exporter takes all the project files and
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creates a ``data.pck`` file. This file is bundled with a specially optimized
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binary that is smaller, faster and does not contain the editor and debugger.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: Linux export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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@@ -213,3 +213,34 @@ See `App Sandbox <https://developer.apple.com/documentation/security/app_sandbox
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.. note::
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You can override default entitlements by selecting custom entitlements file, in this case all other entitlement are ignored.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: macOS export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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* - Options / Codesign / Certificate File
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- GODOT_MACOS_CODESIGN_CERTIFICATE_FILE
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* - Options / Codesign / Certificate Password
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- GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD
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* - Options / Codesign / Provisioning Profile
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- GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE
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* - Options / Notarization / API UUID
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- GODOT_MACOS_NOTARIZATION_API_UUID
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* - Options / Notarization / API Key
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- GODOT_MACOS_NOTARIZATION_API_KEY
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* - Options / Notarization / API Key ID
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- GODOT_MACOS_NOTARIZATION_API_KEY_ID
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* - Options / Notarization / Apple ID Name
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- GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME
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* - Options / Notarization / Apple ID Password
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- GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD
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@@ -102,3 +102,22 @@ It's also possible to install by using the ``Add-AppxPackage`` PowerShell cmdlet
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.. note:: If you want to update your already installed app, you must
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update the version number on the new package or first uninstall
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the previous package.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: UWP export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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* - Options / Signing / Certificate
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- GODOT_UWP_SIGNING_CERTIFICATE
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* - Options / Signing / Password
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- GODOT_UWP_SIGNING_PASSWORD
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@@ -368,3 +368,18 @@ defaulting to ``false`` to prevent polluting the global namespace:
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// thus adding a new JavaScript global variable `SomeGlobal`
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JavaScriptBridge.Eval("var SomeGlobal = {};", true);
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}
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: HTML5 export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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@@ -55,3 +55,24 @@ Under options there is a code signing category.
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``Enabled`` must be set to true, and ``Identity`` must be set to the signing
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certificate. The other settings can be adjusted as needed. Once this is Done
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Godot will sign your project on export.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: Windows export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- GODOT_SCRIPT_ENCRYPTION_KEY
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* - Options / Codesign / Identity Type
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- GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE
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* - Options / Codesign / Identity
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- GODOT_WINDOWS_CODESIGN_IDENTITY
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* - Options / Codesign / Password
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- GODOT_WINDOWS_CODESIGN_PASSWORD
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@@ -130,10 +130,28 @@ select every scene or resource you want to export.
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``.git`` from being included in the exported PCK file.
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Below the list of resources are two filters that can be setup. The first allows
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non resource files such as ``.txt``,``.json`` and ``.csv`` to be exported with
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non resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
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the project. The second filter can be used to exclude every file of a certain
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type without manually deselecting every one. For example, ``.png`` files.
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Configuration files
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-------------------
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The export configuration is stored in two files that can both be found in the project
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directory:
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- ``export_presets.cfg``: This file contains the vast majority of the export
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configuration and can be safely committed to version control. There is nothing
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in here that you would normally have to keep secret.
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- ``.godot/export_credentials.cfg``: This file contains export options that are
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considered confidential, like passwords and encryption keys. It should generally
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**not** be committed to version control or shared with others unless you know
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exactly what you are doing.
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Since the credentials file is usually kept out of version control systems, some
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export options will be missing if you clone the project to a new machine. The easiest
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way to deal with this is to copy the file manually from the old location to the new one.
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Exporting from the command line
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-------------------------------
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