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93 lines
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ReStructuredText
93 lines
3.5 KiB
ReStructuredText
.. _doc_exporting_for_windows:
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Exporting for Windows
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=====================
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.. seealso::
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This page describes how to export a Godot project to Windows.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_windows`.
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The simplest way to distribute a game for PC is to copy the executable
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(``godot.exe``), compress the folder and send it to someone else. However, this
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is often not desired.
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Godot offers a more elegant approach for PC distribution when using the export
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system. When exporting for Windows, 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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Changing the executable icon
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----------------------------
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Godot will automatically use whatever image is set as your project's icon in the project
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settings, and convert it to an ICO file for the exported project. If you want to
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manually create an ICO file for greater control over how the icon looks at different
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resolutions then see the :ref:`doc_changing_application_icon_for_windows` page.
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Code signing
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------------
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Godot is capable of automatic code signing on export. To do this you must have the
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``Windows SDK`` (on Windows) or `osslsigncode <https://github.com/mtrojnar/osslsigncode>`__
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(on any other OS) installed. You will also need a package signing certificate,
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information on creating one can be found `here <https://learn.microsoft.com/en-us/windows/msix/package/create-certificate-package-signing>`__.
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.. warning::
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If you export for Windows with embedded PCK files, you will not be able to
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sign the program as it will break.
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On Windows, PCK embedding is also known to cause false positives in
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antivirus programs. Therefore, it's recommended to avoid using it unless
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you're distributing your project via Steam as it bypasses code signing and
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antivirus checks.
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Setup
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~~~~~
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Settings need to be changed in two places. First, in the editor settings, under
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**Export > Windows**. Click on the folder next to the ``Sign Tool`` setting, if
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you're using Windows navigate to and select ``SignTool.exe``, if you're on a different
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OS select ``osslsigncode``.
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.. image:: img/windows_editor_settings.webp
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The second location is the Windows export preset, which can be found in
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**Project > Export...**. Add a windows desktop preset if you haven't already.
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Under options there is a code signing category.
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.. image:: img/windows_export_codesign.webp
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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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Export options
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--------------
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You can find a full list of export options available in the
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:ref:`class_EditorExportPlatformWindows` class reference.
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