From 0d0622a97921bf3b74c069131ab4f2ca9757a4f0 Mon Sep 17 00:00:00 2001 From: "google-labs-jules[bot]" <161369871+google-labs-jules[bot]@users.noreply.github.com> Date: Fri, 9 Jan 2026 09:44:28 +0000 Subject: [PATCH] Fix Godot export OOM by pre-importing assets This commit adds a step to the `build_installers.yml` workflow to run the Godot editor in headless mode and quit before running the export command. This forces the resource import process to happen separately, reducing peak memory usage during the export step, which was causing the macOS runner to run out of memory (exit code 137). --- .github/workflows/build_installers.yml | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/.github/workflows/build_installers.yml b/.github/workflows/build_installers.yml index 516eb07..6379284 100644 --- a/.github/workflows/build_installers.yml +++ b/.github/workflows/build_installers.yml @@ -90,6 +90,10 @@ jobs: - name: Create Build Directory run: mkdir -p build/${{ matrix.artifact_name }} + - name: Import Godot Assets + run: | + godot --headless --path game/AvatarStream --editor --quit + - name: Export Godot Project run: | godot --headless --path game/AvatarStream --export-release "${{ matrix.godot_export_preset }}" ../../build/${{ matrix.artifact_name }}/${{ matrix.export_output }}