Export a game
From an export preset to running the finished package outside the editor.
Build a package that runs outside the editor
Exporting a project creates a distributable build. It is different from exposing a C# property with [Export]: see exported properties for that task.
Start with exporting projects: install matching export templates, create a preset, select resources and choose an output folder outside the source project. For C#, also check how build outputs are included; an EXE alone does not prove that game assemblies are packaged.
Choose the next task
| Task | Guide |
|---|---|
| Create and run a Windows package | Windows export |
| Change Windows EXE and window icons | Application icons |
| Understand platform-dependent behavior | Feature tags |
| Export data without a standalone player | Packs, patches and mods |
| Prepare a server build | Dedicated servers |
For another target, use its specific requirements: Linux, macOS, Android, iOS, Web or visionOS. A successful Windows build does not verify these targets.
Accept the package
Run from its output folder without the editor. Check the start document, C# code, dynamically loaded assets and explicitly included raw data. Test the release preset as well as debug. Move the whole required package, not just the EXE, and test on the intended device before distributing it.
If it fails, keep the selected preset, export log and first runtime error. Distinguish failure to export from a package that exports successfully but cannot load a game resource.