Escoria will be fully compatible with Godotexport options. These options are one of the strength of the software as you can export up to 6 different platforms. When exporting, you’ll need to go to theExportmenu on top of Godot window. From there, theProject Export Settingswindow will be displayed.
You may notice that export buttons are unavailable and that there is a warning message under the platform list. In fact, Godot needs export templates. Export templates are complete engine builds for each platform: a Godot without the editing tools. So it’s important to get the export templates that:
To download export templates, go to Godot download page.
Export templates are provided as separate binaries because they can be very heavy. Today, Godot is 40Mb uncompressed but export templates are 170Mb compressed. Another point is that you may not need them all. Having them separate will let you install only the ones you need.Once you have them, go to Settings (on top right of Godot's window) and choose Install Export Templates. Select the package and it’s done.
Each export has common and specific options. What is specific to the platform is displayed in the Options panel of Target tab. To make a good export it is important to look at the platform publisher guidelines. Errors displayed at the bottom of the export window can help find most important options to set for the chosen platform. As you can see, exporting to Linux may require few things (in fact, only the export template) while exporting to Android will need more.
Those data can generally been configured in Settings > Editor settings. There, you can find Properties for each platform. Some of them may need extra effort that are out-of-scope of Godot itself.
Let’s try an HTML5 export.
Note: HTML5 export is currently not properly supported by Escoria, see https://github.com/godotengine/escoria/issues/44 .
Except the first tab, which is to define option for each platform, all other tabs are common so you can begin play we all export an play.
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