Windows export
Templates, x64 preset, distribution files and build checks.
Windows x64 export. The project must run without errors using F5 before exporting.
1. Prepare the project
- Save all documents and C# files.
- Build code using Build Project / Alt + B and fix errors.
- Press F5. Check that the intended main document opens, such as
World.rscene, rather than a test interface. - If necessary, change it under Project Settings → Application → Run → Main Scene.
- Test movement, collisions and UI in a normal run. Exporting will not repair a bug already present in the editor.
2. Check export templates
An export template is the prebuilt engine executable that runs your game. Use 1.0.0 templates with editor 1.0.0. They are included at Runtime/editor_data/export_templates/1.0.0.
If export reports a missing template, check that you extracted the entire archive. The preset also lets you explicitly select matching windows_debug_x86_64.exe and windows_release_x86_64.exe templates. For C#, retain the rest of the supplied distribution: copying one EXE does not replace the complete template package.
3. Create a Windows preset
Open Project → Export, add a Windows Desktop preset and select x86_64. A preset stores reusable export settings.
Choose an output directory outside the project's source resources, such as a sibling Builds/FirstGame-Windows folder. Do not export back into Assets: build files could be included in later imports or exports.
For the first test, use Export Project, not just Export PCK/ZIP. A PCK contains resources and is not by itself a normal Windows application.
4. Run the application
Open the build directory and launch the EXE. Keep any PCK, DLL and data directories created by the exporter, even if their purpose is unfamiliar. Share the entire set with its relative paths preserved.
Stop the editor's running game and repeat the exported application test. Testing on another computer with a suitable Windows installation and graphics card is better still: it reveals accidental dependencies on files available only on your development machine.
Checks before sharing
| Check | Expected result |
|---|---|
| Launch from the build folder | The correct main document opens |
| Keyboard and mouse | Commands work once the window has focus |
| Resources | No missing materials, models or fonts |
| Window size | Buttons remain accessible and text readable |
| Audio | Playback and volume behave as intended |
| Saves, if implemented | Written to user://, not the installed game's directory |
Retain mandatory notices for used components and check rights to your assets. Reckfell is free under MIT with no royalties; third-party models, sounds and fonts have their own licenses.
Debug and release builds
Debug helps diagnose issues; Release is used to test the final distribution. Test the actual variant you intend to deliver. A successful Debug run does not replace Release validation.
If the export does not start
Begin with the first export error. Check matching template versions, the C# build and the complete set of exported files. Continue with troubleshooting.