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📦 Exporting Your Project

Once your scene plays correctly in the editor, you export it like any other Godot project (Project → Export…). SpriteStudioPlayer runs in exported builds on every Godot target. There are only a few plugin-specific points to know.

Important

Some export modes drop the generated assets. A .ssab reads its images, audio and Instance targets by resolving paths at runtime, so they never appear in the Godot editor's dependency graph. A dependency-based mode such as "Export selected scenes (and dependencies)" leaves them out, producing a build that launches but shows no artwork. See Generated Assets and Packs for the details and the fix.

General

  • GDExtension variant — the native library lives in your project's addons/spritestudio/bin/, and Godot bundles it into the export automatically. Desktop targets need nothing extra.
  • Custom module variant — the plugin is compiled into the engine, so there is nothing plugin-specific to configure at export time.
  • Mobile / universal targets — if an export stops with a message about the ETC2/ASTC texture format being disabled, enable Project → Project Settings → Rendering → Textures → VRAM Compression → Import ETC2 ASTC, then re-export.

Web

Web builds have two plugin-specific requirements when you use the GDExtension variant.

  1. Enable "Extensions Support" in the Web export preset. In the Export dialog, select your Web preset → Options → turn on Extensions Support. GDExtension libraries only load on the Web when the engine template supports dynamic linking, and this option tells Godot to use that template.

  2. The dlink-enabled Web export templates must be installed. The stock Godot Web templates do not support GDExtension. You need the web_nothreads_dlink_debug.zip / web_nothreads_dlink_release.zip templates installed in your Godot export-templates folder. Building and installing them is an advanced step covered in the Build Guide → GDExtension on the Web. Once they are in place, enabling Extensions Support is all the preset needs — Godot finds the right template automatically.

Warning

If a Web build fails at startup with "GDExtension libraries are not supported by this engine version…", one of the two requirements above is missing (Extensions Support is off, or the dlink templates are not installed).

Additional notes for the Web:

  • The plugin runs single-threaded (nothread) on the Web, so leave Thread Support off in the preset. A plain HTTP server is enough to test the export — no special cross-origin (COOP/COEP) headers are required.
  • A working GDExtension Web export produces an index.side.wasm next to index.wasm; its presence confirms the dlink template was used.
  • The runtime uses WebAssembly SIMD, so the target browser must support it.

Note

The custom module variant needs none of the steps above — no Extensions Support and no dlink template — because the plugin is compiled into the engine. It still runs single-threaded on the Web, and (like every custom-module target) it uses your own engine-built Web template, which already contains the plugin, rather than a stock Godot template. That build/install flow is described in the Build Guide.