Common Export Errors
”No export template found at the expected path”
What it means: Summer Engine can’t find the runtime files needed to create standalone games. Solution: This shouldn’t happen with Summer Engine - templates are included by default. If you see this:- Check: Editor → Manage Export Templates
- Should show templates installed for version
4.5.beta - If missing: Contact [email protected] - this indicates an installation issue
”Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled”
What it means: You’re trying to export for Apple Silicon Macs without the required texture compression format. Solution:1
Open Project Settings
Project → Project Settings
2
Enable Texture Compression
Rendering → Textures → VRAM Compression → Import ETC2 ASTCToggle to On
3
Wait for Reimport
Summer will reimport all textures (1-5 minutes)Status bar shows progress
4
Try Export Again
Return to Project → Export and try exporting
”Cannot export for universal or x86_64 if S3TC BPTC texture format is disabled”
What it means: You’re trying to export for Windows/Intel Macs without the required texture format. Solution: Same as above, but enable Import S3TC BPTC instead of (or in addition to) ETC2 ASTC. Pro tip: Enable both formats at once if you’re releasing on both Mac and Windows. Avoids reimporting twice.”Invalid Bundle Identifier”
Platform: macOS only What it means: You’re using the default placeholder (com.example.game) which isn’t valid for distribution.
Solution:
1
Open Export Preset
Project → Export → Select your macOS preset
2
Find Bundle Identifier
Scroll to Application → Bundle Identifier
3
Replace with Unique ID
Use reverse-domain format:
com.yourstudio.yourgameio.itch.username.gamenamecom.yourname.projectname
4
Save
Preset is now valid for export!
Export Process Issues
Export Takes Forever
Normal times:- Small game (100 MB): 30-60 seconds
- Medium game (500 MB): 1-3 minutes
- Large game (2 GB): 5-10 minutes
- Check disk space (need 2-3x game size free)
- Close other resource-heavy apps
- First export is slower (building pak files) - subsequent exports faster
Export Crashes Summer Engine
Possible causes:- Out of memory (exporting huge game)
- Corrupted asset in project
- Disk full
- Save your project
- Restart Summer Engine
- Check Output tab for error messages before exporting
- Try exporting to a different location (different drive)
Exported Build Is Missing Files
Cause: Files not properly added to export or excluded by filters Solution:- Check Resources tab in export preset
- Ensure Export Mode is Export all resources (not “selected resources”)
- Verify Filters to export doesn’t exclude needed files
Runtime Issues (Exported Game Problems)
Game Won’t Launch After Export
Windows: 'VCRUNTIME140.dll not found'
Windows: 'VCRUNTIME140.dll not found'
Cause: Missing Visual C++ RuntimeSolution: Most PCs have this. If not, download from MicrosoftSummer Engine exports should include this automatically - contact support if issue persists.
macOS: 'App is damaged and can't be opened'
macOS: 'App is damaged and can't be opened'
Cause: Unsigned app downloaded from internetSolution for players: Right-click app → Open → Click Open in dialogSolution for developers: Code sign your app (requires Apple Developer account)
Linux: Permission Denied
Linux: Permission Denied
Cause: Executable not marked as executableSolution:
All Platforms: Crashes on Launch
All Platforms: Crashes on Launch
Debugging steps:
- Run from terminal/command line to see error messages
- Check if it works on your dev machine
- Verify export architecture matches OS (arm64 for Apple Silicon, x86_64 for Intel/AMD)
- Test with minimal project - does export work with empty project?
Graphics Issues in Exported Game
Black screen or missing textures:- ✅ Check texture compression is enabled for target platform
- ✅ Verify shaders work in editor before exporting
- ✅ Test on GPU different from your dev machine
- ✅ Check minimum macOS/Windows version in export settings
- Export in Release mode, not Debug
- Check Project Settings → Rendering → Quality - lower settings if needed
- Profile in editor first (Debug → Profiler) to find bottlenecks
Audio Issues in Exported Game
No sound or crackling:- ✅ Test audio works in editor first
- ✅ Check audio format (Ogg Vorbis recommended, not WAV)
- ✅ Verify user’s PC has audio drivers installed
- ✅ Test with both speakers and headphones
Platform-Specific Warnings
macOS: “Unidentified Developer” Warning
This is normal for unsigned apps! What players see:“MyGame.app cannot be opened because it is from an unidentified developer”How players bypass it:
- Right-click the app (don’t double-click)
- Click Open from menu
- Dialog appears with Open button
- Click Open - app launches
Windows: SmartScreen Warning
What players see:“Windows protected your PC. Microsoft Defender SmartScreen prevented an unrecognized app from starting.”How players bypass it:
- Click More info
- Click Run anyway
Don’t worry about these warnings for itch.io releases! Indie game players are used to clicking through them. Steam removes them automatically.
File Size Issues
Exported Game Is Huge
Check these:- Using WAV audio instead of Ogg Vorbis? (WAV is 10x larger)
- Uncompressed textures? (Enable S3TC/ETC2 compression)
- Debug symbols included? (Export as Release, not Debug)
- Unused assets in project? (Clean up before export)
- WAV audio (1 minute): ~10 MB
- Ogg Vorbis (1 minute): ~1 MB
- Uncompressed texture (1024x1024): ~4 MB
- Compressed texture (1024x1024): ~200 KB
Exported Game Is Too Small (Missing Assets)
Possible causes:- Export filters excluding your files
- Resources not saved in project
- Embed PCK disabled + you only distributed .exe (need both .exe and .pck)
Performance Problems After Export
Game Runs Slowly in Exported Build
Check:- Are you exporting in Debug mode? (Huge performance impact)
- Solution: Export as Release
- Is V-Sync enabled? (Limits to 60 FPS)
- Project Settings → Rendering → V-Sync
- Profile in editor first
- Debug → Profiler → Find bottlenecks before exporting
- Debug mode: 30-50% slower (includes debug symbols, checks)
- Release mode: Full speed optimization
Game Crashes After Running for a While
Possible causes:- Memory leak (check if RAM usage grows over time)
- Unhandled errors in game code
- Resource loading issues
- Enable console output (Windows: Export Console Wrapper = On)
- Run exported game and watch for error messages
- Fix issues in Summer Engine code, re-export
Steam-Specific Issues
Build Uploaded But Players Can’t Download
Cause: Build not set live on default branch Solution:- Steamworks dashboard → Builds tab
- Select your build → Set build live on default branch
Wrong Version Downloading
Cause: Multiple builds on different branches Solution: Check which branch is set as default in SteamworksmacOS Build Won’t Run Through Steam
Cause: Incorrect launch executable path Solution: Set launch executable to:MyGame.app - must point to binary inside the bundle!
itch.io-Specific Issues
Upload Fails
File size limits:- Free account: 1 GB per file
- Paid account ($10/month): 2 GB per file
Web Game Doesn’t Load
For HTML5 exports:- Ensure you zipped the entire export folder, not just index.html
- Set correct index file (
index.html) - Check browser console (F12) for errors
- Some browser features require HTTPS (SharedArrayBuffer) - itch.io provides this
Getting More Help
Discord Community
Ask in
#game-dev channel - community helps fast!Email Support
Persistent export issues or bugs
Godot Documentation
Advanced export topics (fully compatible with Summer)
Back to Export Guides
Platform-specific export instructions
- Discord: Join #game-dev channel
- X/Twitter: @SummerEngineCom
- Email: [email protected]

