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Export / build

export

Manage presets, verify templates, and build Godot executables for Windows, Linux, macOS, Web, and Android via headless runs.

Instructions

Ship the game: manage export presets (export_presets.cfg), check that export templates are installed, and build executables (Windows .exe, Linux, macOS .zip, Web .html, Android .apk) by running a headless Godot export. Typical flow: templates -> add_preset {platform} -> build {preset}.

Actions:

  • presets: {options?: bool} list export presets (name, platform, export_path, runnable) and whether templates are installed.

  • add_preset: {platform: windows|linux|macos|web|android|ios, name?=platform name, export_path?='build//.', options?: {'binary_format/embed_pck': true, 'application/product_name': ..., 'custom_template/release': path, ...}, runnable?=true, export_filter?: all_resources|scenes|resources|exclude, include_filter?, exclude_filter?, custom_features?, dedicated_server?} create a preset (or update the one with the same name). Unlisted options keep Godot's defaults.

  • remove_preset: {name} delete a preset.

  • templates: {} whether export templates for the running Godot version are installed (per platform), where they go, and the download URL.

  • build: {preset? (name or platform; optional if only one), path? (default: the preset's export_path, relative to the project), debug?=false, pack?: export only the .pck/.zip, timeout_s?=900} export the project with a separate headless Godot process (unsaved scenes are saved first; an output folder inside the project gets a .gdignore). Returns ok, output file + size, errors/warnings and a hint (e.g. missing templates).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoPreset name.
packNobuild: only export the .pck/.zip data pack.
pathNobuild: output path overriding the preset's export_path.
debugNobuild: debug export (uses debug templates, keeps console/debugging).
actionYesWhat to do. See the tool description for each action's parameters.
presetNoPreset name (or platform) to build.
optionsNoPlatform export options, e.g. {'binary_format/embed_pck': true}.
platformNoTarget platform: windows, linux, macos, web, android, ios.
runnableNoMark as the runnable preset for its platform (default true).
timeout_sNobuild: timeout in seconds (default 900).
export_pathNoOutput file relative to the project, e.g. build/windows/game.exe.
export_filterNoall_resources (default), scenes, resources or exclude.
exclude_filterNoFiles to exclude, e.g. 'test/*'.
include_filterNoExtra non-resource files to include, e.g. '*.json, data/*'.
custom_featuresNoComma separated custom feature tags.
dedicated_serverNoadd_preset: export as a dedicated server (strips visuals).

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations only declare readOnly=false, destructive=false, openWorld=false; the description adds substantial behavior beyond them: build runs a separate headless Godot process, saves unsaved scenes first, writes a .gdignore for in-project output folders, and returns ok/output file+size/errors/warnings/hint. It also discloses that add_preset overwrites a same-named preset and that unlisted options retain Godot defaults.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded flow statement followed by a per-action breakdown that keeps 5 actions and 16 params navigable. Dense but organized; minor redundancy where export_path/platform defaults repeat schema descriptions.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 5-action, 16-parameter tool with no output schema, the description explains each action's params, the workflow order, and the build return shape (ok, output file+size, errors/warnings, hint). Only trivial gap: the artifact list omits iOS even though it appears in the platform enum.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% (baseline 3), and the description still adds meaning: defaults for name (=platform), export_path ('build/<platform>/<game>.<ext>'), runnable (=true), timeout_s (=900), and that preset is optional when only one exists. Conditional optionality and default semantics are genuinely value-adding.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb+resource framing ('Ship the game: manage export presets, check templates, build executables') and enumerates concrete output artifacts (Windows .exe, Web .html, Android .apk). An agent can immediately distinguish this from siblings like run, game, or exec.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides an explicit 'Typical flow: templates -> add_preset {platform} -> build {preset}', which tells the agent the correct sequence and prerequisite relationship. It does not name when-not-to-use conditions or competing siblings, so it stops short of a 5.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.