Export the configured game delivery
Read shared context, ready preferences and the selected delivery stage. Inspect the installed Godot version/export templates and platform toolchain. Use current official documentation for export and signing details that vary by version. Do not expand an editor preview request into store distribution.
For editor delivery, verify the runnable scene, controls and source files. For local builds, configure the appropriate export preset and create a reproducible package. For device/store delivery, use already authorized signing configuration and resolve genuinely missing account/toolchain access. Keep credentials and signing secrets in their supported local stores, outside preferences and the plugin.
Package deliberately
Use the configured minimum OS/device, orientation, rendering path, input methods and resolution strategy. Verify that required textures, animations, audio, localization and data resources enter the export while source art, diagnostic videos, test saves and secrets remain outside the runtime package.
Preserve the project main scene and resource identifiers. Document or script the actual reproducible export command with configurable paths. Do not pretend export templates, provisioning or connected devices are available before checking them.
Verify the packaged result
Launch the actual exported application or deploy to the authorized test device. Test startup, the core loop, controls, pause/resume, audio, save persistence and resource loading. For mobile, verify lifecycle interruptions and the intended landscape/portrait behavior. An editor test alone is insufficient evidence of packaged behavior.
Record the build hash/version, platform, engine/toolchain, command and test result. Report what remains unverified, such as physical-device behavior or store submission. Publishing or sending a build follows the current user authorization; producing a local reviewable package does not itself publish it.