W4Cloud
Let’s begin by exploring how W4Cloud operates. This service offers two primary methods for working with it.
More details on W4 Cloud documentationWeb builds:
These builds are exports of a Godot project for web platform, designed to run within a web browser. They are intended to function as clients, not servers
This should be stored in a bucket called web-builds
Game servers:
These builds are an instance of your Godot game, exported for Linux, and configured to act as a dedicated server for a single “match” or “session” of your game
This should be stored in a bucket called gameservers
Warning
W4Build is responsible only for deploying the files to W4Cloud. You will need to handle the configuration within W4Cloud yourself. Specifically, W4Build will upload your files to a designated storage bucket, after which you’ll need to configure your fleet cluster and region
Setting up W4Build
Login to W4Cloud account, and visit file storage page
Ensure that the web-builds/gameservers bucket exists, if not create the required one
Setting up W4Build
Open w4build Targets page
Click add target, and select w4cloud
Click configure, and fill out the form with the requested values.
Each field is:
- Anon Key
W4Cloud anon key, this key simply identifies who is making the request.
- Service Key
A api key that allows w4cloud to autenticate and upload files
- W4online Base URL
The url of your w4cloud instance, no path, just base url.
- Storage Bucket Name
which bucket is going to be deployed. If you are dpekoying a web application, use web-builds if you are deploying a game server use gameservers
You can use variables to make you deployment much more dynamic. For exmaple:
web-builds/${ref}/${preset_name}Once the deployment gets executed will result in
web-builds/main/Web
Warning
Anon and Secret keys can be obtained from the API keys on w4cloud dashboard

Rules
To configure when a deployment should be triggered, you can define specific rules. These rules ensure that the deployment is triggered only if the build that created the artifact satisfies all of the defined conditions
For this case we are going to se up 2 rules,
- Match the matrix
This means that only files who were created by builds from the given matrix
- Match the preset name
We only want that game export for the preset WEb to be published.
Important
After each build completes, the deployment process checks if it meets the required rules. If all rules are satisfied, the deployment is initiated. You can also configure deployments to wait for specific events, ensuring that the deployment only begins once all related builds in an event are finished.
Enable
After the configuration has been set, you can finally enable the deployment