Docker image to export Godot Engine games and deploy to GitLab/GitHub Pages and Itch.io using GitLab CI and GitHub Actions.
https://hub.docker.com/r/barichello/godot-ci/
.gitlab-ci.yml
and .github/workflows/godot-ci.yml
are included in this project as reference.
For live projects, examples and tutorials using this template check the list below:
- Video tutorial by Kyle Luce
- Video tutorial series by David Snopek
- Repository examples: test-project | game-off.
- Test deploys using this tool: GitHub Pages | GitLab Pages | Itch.io.
To build a Godot project with Mono (C#) enabled, you must do two things for each job:
- Change the container's
image
tag frombarichello/godot-ci:VERSION
tobarichello/godot-ci:mono-VERSION
in.gitlab-ci.yml
(Gitlab) orgodot-ci.yml
(Github). (e.g.barichello/godot-ci:mono-3.2.1
). - You will also need to change your "Setup" step's run commands (looks like
run: mv /root/.local ...
) from ending with...${GODOT_VERSION}.stable
to ending with...${GODOT_VERSION}.stable.mono
. You will need to do this for both directories in the command.
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
becomes:
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable.mono ~/.local/share/godot/templates/${GODOT_VERSION}.stable.mono
To build a debug release (debug.keystore), use the android_debug
job example in the gitlab-ci.yml
file.
If you want to export for Android with your own keystore, you can do this with the following steps:
- Take your generated keystore and convert it to Base64:
Linux & macOS:
base64 release.keystore -w 0
Windows:certutil -encodehex -f release.keystore encoded.txt 0x40000001
- Go to GitLab Project > Settings > CI/CD > Variables and copy the Base64-encoded keystore value in a new variable
SECRET_RELEASE_KEYSTORE_BASE64
as type variable. - Create a second variable SECRET_RELEASE_KEYSTORE_USER as type variable with the alias of your keystore as value.
- Create a third variable SECRET_RELEASE_KEYSTORE_PASSWORD as type variable with the password of your keystore as value.
- Use the
android
job example in thegitlab-ci.yml
file.
See this repository for automating GDNative C++ compilation, which is based off this repository.
You have to compile Godot with the modules included first. See this excellent repository by Calinou for automating Godot builds.
After that, you would use the custom build to export your project as usual. See this guide by Greenfox on how to use a custom Godot build for automated exports.
Not available yet. Automating Xcode projects is doable but not trivial, and macOS runners only recently became available for GitHub actions, so it will happen eventually.
Here's a mapping between each supported CI service, the template jobs and a live example.
CI | Template | Example |
---|---|---|
GitLab CI | Godot Exports / GitHub Pages / GitLab Pages / Itch.io | GitLab CI Pipelines |
GitHub Actions | Godot Exports | GitHub Actions running |
First you need to remove unused jobs/stages from the .yml
file you are using as a template(.gitlab-ci.yml
or .github/workflows/godot-ci.yml
).
Then you have to add these environments to a configuration panel depending on the chosen CI and jobs:
- GitHub:
https://github.com/<username>/<project-name>/settings/secrets
- GitLab:
https://gitlab.com/<username>/<repo-name>/settings/ci_cd
Secrets needed for a GitHub Pages deploy via GitLab CI:
Variable | Description | Example |
---|---|---|
REMOTE_URL | The git remote where the web export will be hosted (in this case GitHub), it should contain your deploy/personal access token |
https://<github username>:<deploy token>@github.com/<username>/<repository>.git |
GIT_EMAIL | Git email of the account that will commit to the gh-pages branch. |
email@example.com |
GIT_USERNAME | Username of the account that will commit to the gh-pages branch. |
username |
Others variables are set automatically by the gitlab-runner
, see the documentation for predefined variables.
Deployment to Itch.io is done via Butler.
Secrets needed for a Itch.io deploy via GitLab CI:
Variable | Description | Example |
---|---|---|
ITCHIO_USERNAME | Your username on Itch.io, as in your personal page will be at https://<username>.itch.io |
username |
ITCHIO_GAME | the name of your game on Itchio, as in your game will be available at https://<username>.itch.io/<game> |
game |
BUTLER_API_KEY | An Itch.io API key is necessary for Butler so that the CI can authenticate on Itch.io on your behalf. Make that API key Masked (GitLab CI) to keep it secret |
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
- Check that the export presets file (
export_presets.cfg
) is committed to version control. In other words,export_presets.cfg
must not be in.gitignore
.- Make sure you don't accidentally commit Android release keystore or Windows codesigning credentials. These credentials cannot be revoked if they are leaked!
- Check that the export names on
export_presets.cfg
match the ones used in your CI script (case-sensitive). Export preset names that contain spaces must be written within quotes (single or double). - Check the paths used in your CI script. Some commands may be running in the wrong place if you are keeping the project in a folder (like the
test-project
template) or not.
- If using GitLab, check that the 'protected' tag is disabled in the CI/CD variables panel.
Greenfox has an excellent repo that is also for automating Godot exports.