mobile-development
Mobile Development
Ship a Godot 4.x game to Android and iOS. This covers the platform-specific deltas beyond a generic export: signing, lifecycle, permissions, plugins, IAP, device features, and the mobile renderer/perf budget.
Related skills: export-pipeline for the generic export flow and CI/CD, responsive-ui for safe-area layout, input-handling for touch, godot-optimization for mobile performance, csharp-godot for C# mobile caveats.
1. Export & signing
Android: OpenJDK 17 and the Android SDK; set Java SDK Path + Android SDK Path in Editor Settings (per-user, not per-project). Generate a release keystore:
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000
Preset fields: Release / Release User / Release Password (keystore and key passwords must currently match); uncheck Export With Debug. AAB is mandatory for new Play uploads. CI env overrides: GODOT_ANDROID_KEYSTORE_RELEASE_{PATH,USER,PASSWORD}.
iOS: macOS + Xcode. Export needs an App Store Team ID + a reverse-DNS bundle Identifier; Godot generates an .xcodeproj you build from Xcode. The iOS simulator supports the Compatibility renderer only.