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## The upload says "Success". Then it rejects you.

You export your Godot game for web. You zip it. You upload 660 MB and wait.

itch.io says **Success**.

Then, after processing:

> Zip contains file that is too large (index.pck: 650.10 MB, max 200.00 MB)

The upload wasn't rejected — it was *accepted*, processed, and only then refused. Godot never warned you, because Godot doesn't know itch.io's rules.

**Web Export Doctor tells you the same thing, before the upload.**

---

## What it does

itch.io enforces two separate rules on HTML5 games:

- no single extracted file over **200 MB**

- no more than **500 MB** extracted in total

Godot packs everything into one `index.pck`. A project with 300 assets of 10 MB each has no large asset — but a 3 GB pack. That is why checking asset sizes tells you nothing, and why this addon measures the **output files** instead.

After any web export you get two independent verdicts:

```

Rule: 200 MB per file   FAIL

   index.pck is 650.1 MB — over the 200 MB per-file limit.

Rule: 500 MB total      FAIL

   Total 686.6 MB — over the 500 MB limit.

```

Plus a table of what is actually filling the pack, sorted by size, so you can see where the weight is.

There's also a **Scan without exporting** button when you don't want to wait a minute per export.

That's the whole free version, and it's the part you need most: knowing whether you'll pass, before you spend twenty minutes uploading.

---

## Free, MIT, no strings

No account, no telemetry, no license check, no network calls of any kind. Works offline. MIT licensed — use it, fork it, ship it.

That isn't just a claim: a test in the addon scans every script that runs in the editor and fails if any of them touches the network. You can run it yourself.

---

## Verified, not assumed

Every number this addon reports was checked against the real thing:

- a **205 MB** build was uploaded to itch.io and rejected — while its *total* was 244 MB, far inside the 500 MB limit, so this isolates the per-file rule

- a **196 MB** build, 4 MB under the line, was uploaded and accepted

- itch.io reported `205.00 MB` for a file of 214,959,720 bytes, which is 1024-based — the addon uses the same base, so its numbers match itch.io's exactly rather than being ~5% off

- estimates were compared against real exports on three kinds of content: an official Godot demo (webp/glb/wav), PNG textures, and raw binaries. Estimates landed between 0.93× and 1.01× of the real pack

Ships with the test suite it was verified by:

```

godot --headless --path . -s addons/web_export_doctor/tools/run_tests.gd

```

---

## About the AI disclosure

This project is tagged as AI-generated, because it is: the code and this page were written with an AI assistant.

That tag says how something was written. It says nothing about whether it works — so the numbers above were checked against real uploads rather than assumed, and the tests that prove it ship with the addon.

It's free. Try it and judge it on what it does.

---

## What it won't do

- **Web/HTML5 only.** No other export platforms.

- **Your assets are never modified.** It reads and measures; it never writes to your art, audio or scenes.

- **The quick scan is an estimate.** A full export is the authoritative number, and the addon labels which one you're looking at.

- **It tells you that you'll fail — it doesn't fix it for you.** If your pack is over 200 MB, splitting the content into extra packages is the only way through, and this addon does not do that.

---

## If the report says FAIL

Once you know you're over the limit, a monolithic `index.pck` can't be squeezed past it — the content has to be split into extra packages, each loaded at runtime.

That is a bigger job than measuring, and this free addon doesn't do it. A paid **Pro** version that does — auto-split through Godot's own export pipeline, plus a runtime `PackLoader` autoload and a loading screen scene — **is in the works and not released yet.** There is nothing to buy today, and no link to send you to.

Follow this page if you want to hear when it lands. Until then, the free version does the part you need first: telling you whether you have a problem at all.

---

## Requirements

- **Godot 4.7+** — developed and verified on 4.7.1 stable

- **Windows** — that's where it has been tested end to end

- GDScript only, no external dependencies

Linux, macOS and older 4.x releases are untested rather than unsupported. The report is plain GDScript and should behave the same anywhere. If you run it elsewhere, tell me how it went and I'll widen the range.

---

## Install

1. Extract into `addons/web_export_doctor/` inside your project

2. Project → Project Settings → Plugins → enable **Web Export Doctor**

3. The panel appears in the right dock

Published 10 hours ago
StatusReleased
CategoryTool
PlatformsWindows
Authornjeza
Tagsexport, gamedev, Godot, godot4, html5, optimization, plugin, tool, web
AI DisclosureAI Assisted, Code, Text

Download

Download NowName your own price

Click download now to get access to the following files:

web_export_doctor_lite_v1.0.1.zip 89 kB

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