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Exporting a Project

Exporting turns editor-authored scenes, resources, scripts, and shaders into a buildable runtime project for a target platform.

Export checklist

Before exporting, verify:

  • All scenes are saved.
  • The intended startup scene is selected.
  • Resource paths are inside the project or otherwise reachable by the exporter.
  • Lua and C++ entry points are configured so only the intended startup path creates the main scene.
  • Target platform dependencies are installed.
  • The output folder is outside the source asset folders you edit by hand.

What the exporter prepares

The editor export pipeline can prepare:

Output Purpose
Scene code/data Serialized scene hierarchy, components, bundles, and child scene references
Resources Textures, models, fonts, audio, and other project assets
Scripts Lua files and generated C++ glue for script entry points
Shaders Cross-platform shader data for the selected backend
Build files CMake, Gradle, Xcode, Emscripten, or platform-specific project files

Shader output

The exporter supports shader output formats configured by the editor's shader export settings. Use the default unless you are debugging shader packaging or integrating a custom build step.

Build after export

Desktop exports are generally built with CMake:

cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release
cmake --install build --config Release

Android, iOS, macOS, and HTML5 have additional platform requirements. See the Export Window section and the target-specific guide.

Troubleshooting

Symptom Check
Scene does not load Startup scene, scene ID/name, exported scene list
Blank window Active camera, canvas size, render backend, asset paths
Missing textures Resource folder, texture path case, unsupported source format
Script starts twice NO_CPP_INIT / NO_LUA_INIT configuration
Shader errors Target backend, shader compiler output, generated shader files

Continue with Export Window and Build Options.