The Android export preset relied on Godot's $genname placeholder
("org.godotengine.$genname"). With the project name "Puzzle
Quest" containing a space, Godot 4 refuses the headless export
with:
The project name does not meet the requirement for the package
name format and will be updated to "puzzlequest". Please
explicitly specify the package name if needed.
Pin both Android presets (AndroidTesting, AndroidDebug) to
com.devcrea.puzzlequest — clean, follows reverse-DNS, matches
the DevCrea organization.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-ups from run #12:
- export-desktop: comment out the macOS matrix entry. The preset
is still missing in export_presets.cfg; the entry can be
uncommented once the macOS preset is added in the Godot editor.
- export Windows: `application/icon` referenced
res://releases/windows/project.ico, which has never been in the
repo (releases/windows/ holds only .keep). Godot rejected the
export with "Invalid icon path". Cleared the field in both
WindowsDebug and WindowsTesting presets — Godot falls back to
its built-in icon.
- export-android: Godot validation requires all three of
keystore/debug{,_user,_password} to be set together (or all
empty). The keystore step only patched keystore/debug and left
the other two empty, triggering
"Either Debug Keystore, Debug User AND Debug Password must be
configured OR none of them". Patch all three now.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>