Production builds and artifact checks
Build Web or macOS Native games, inspect real stages and failures, and distinguish packaging from publication.
Open the build dialog
Save and stop preview, then choose File → Production Build (文件 → 生产打包…) in the application menu, or press Ctrl/Cmd+Shift+B. The macOS system menu exposes the same command. Select an available project target, inspect the steps, and choose Start Build (开始打包).
The editor currently builds a Web production directory or a macOS Native .app. Cocos/Godot engine support does not imply additional targets in this dialog; use their platform toolchains (Chinese). Plugin packages use their separate build workflow.
Configuration belongs to the project
Game identity, icons, Developer ID signing, and Apple notarization belong in qua.project.*, rather than editor appearance/user settings. Keep credentials in supported facilities such as Keychain, outside project source.
See Quack production configuration (Chinese) for the complete CLI/configuration contract. The editor runs the existing project build chain without assembling another target core or changing game bootstrap.
Inspect progress and logs
The dialog reports actual preparation, asset packaging, and target stages, bundle counts, completed/skipped/failed status, and durations. Unconfigured Apple notarization explicitly reports skipped, which is not notarization success.
Closing the dialog lets the build continue; reopening preserves progress. Logs default to collapsed and open on failure. Highlighting aids reading, while completion comes from the build protocol rather than success words in logs.
Use Cancel (取消) to stop a build. Failures/cancellation preserve logs and source drafts; fix the cause before retrying. Closing the dialog is not cancellation.
Check the artifact
Reveal the output after completion and confirm its version, resources, and entry belong to this build:
| Output | Minimum checks |
|---|---|
| Web | Serve the production directory over HTTP; exercise affected dialogue, choices, asset loading, and save/load. Development preview does not validate production resource packaging |
| macOS Native | Launch the actual .app; inspect rendering, input, media, save/restart. Logs or GPU readback alone do not prove visible runtime acceptance |
| Distribution | Separately verify hashes, signing, notarization, hosting/distribution settings, and target-system behavior |
Building a game does not upload a website, publish a store listing/GitHub release, or release the editor itself. Editor stable/beta distribution and updates are described in Get the editor.