Man page - godot3(6)
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Manual
GODOT3
NAMESYNOPSIS
DESCRIPTION
General options:
Run options:
Display options:
Debug options:
Standalone tools:
FILES
SEE ALSO
BUGS
AUTHOR
NAME
godot - multi-platform 2D and 3D game engine with a feature-rich editor
SYNOPSIS
godot3 [ options ] [path to scene or âproject.godotâ file]
DESCRIPTION
Godot Engine is
an advanced, feature-packed, multi-platform 2D and 3D game
engine.
It provides a huge set of common tools, so you can just
focus on making your game without reinventing the wheel.
General options:
-h , --help
Display this help message.
--version
Display the version string.
-v , --verbose
Use verbose stdout mode.
--quiet
Quiet mode, silences stdout messages. Errors are still displayed.
Run options:
-e , --editor
Start the editor instead of running the scene.
-p , --project-manager
Start the project manager, even if a project is auto-detected.
-q , --quit
Quit after the first iteration.
-l , --language <locale>
Use a specific locale (<locale> being a two-letter code).
--path <directory>
Path to a project (<directory> must contain a âproject.godotâ file).
-u , --upwards
Scan folders upwards for project.godot file.
--main-pack <file>
Path to a pack (.pck) file to load.
--render-thread <mode>
Render thread mode (âunsafeâ, âsafeâ, âseparateâ).
--remote-fs <address>
Remote filesystem (<host/IP>[:<port>] address).
--remote-fs-password <password>
Password for remote filesystem.
--audio-driver <driver>
Audio driver (âPulseAudioâ, âALSAâ, âDummyâ).
--video-driver <driver>
Video driver (âGLES3â, âGLES2â).
Display options:
-f , --fullscreen
Request fullscreen mode.
-m , --maximized
Request a maximized window.
-w , --windowed
Request windowed mode.
-t , --always-on-top
Request an always-on-top window.
--resolution <W>x<H>
Request window resolution.
--position <X>,<Y>
Request window position.
--low-dpi
Force low-DPI mode (macOS and Windows only).
--no-window
Disable window creation (Windows only). Useful together with --script .
--enable-vsync-via-compositor
When vsync is enabled, vsync via the OSâ window compositor (Windows only).
--disable-vsync-via-compositor
Disable vsync via the OSâ window compositor (Windows only).
Debug options:
-d , --debug
Debug (local stdout debugger).
-b , --breakpoints
Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead).
--profiling
Enable profiling in the script debugger.
--remote-debug <address>
Remote debug (<host/IP>:<port> address).
--debug-collisions
Show collisions shapes when running the scene.
--debug-navigation
Show navigation polygons when running the scene.
--frame-delay <ms>
Simulate high CPU load (delay each frame by <ms> milliseconds).
--time-scale <scale>
Force time scale (higher values are faster, 1.0 is normal speed).
--disable-render-loop
Disable render loop so rendering only occurs when called explicitly from script.
--disable-crash-handler
Disable crash handler when supported by the platform code.
--fixed-fps <fps>
Force a fixed number of frames per second. This setting disables real-time synchronization.
--print-fps
Print the frames per second to the stdout.
Standalone tools:
-s , --script <script>
Run a script.
--check-only
Only parse for errors and quit (use with --script).
--export <preset> <path>
Export the project using the
given preset and matching release template. The preset name
should match one defined in export_presets.cfg.
<path> should be absolute or relative to the project
directory, and include the filename for the binary (e.g.
âbuilds/game.exeâ). The target directory should
exist.
--export-debug <preset> <path>
Same as --export, but using the debug template.
--export-pack <preset> <path>
Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.
--doctool <path>
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
--no-docbase
Disallow dumping the base types (used with --doctool ).
--build-solutions
Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.
--gdnative-generate-json-api
Generate JSON dump of the Godot API for GDNative bindings.
--test <test>
Run a unit test (âstringâ, âmathâ, âphysicsâ, âphysics_2dâ, ârenderâ, âoa_hash_mapâ, âguiâ, âshaderlangâ, âgd_tokenizerâ, âgd_parserâ, âgd_compilerâ, âgd_bytecodeâ, âordered_hash_mapâ, âastarâ).
FILES
XDG_DATA_CONFIG/godot/ or Ë/.config/godot/
User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
XDG_DATA_HOME/godot/ or Ë/.local/share/godot/
Contains the default configuration and user data folders for Godot-made games ( user:// path), as well as export templates.
XDG_DATA_CACHE/godot/ or Ë/.cache/godot/
Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
/usr/share/doc/godot3/
Additional documentation files and detailed licensing information.
SEE ALSO
See the project website at https://godotengine.org and the source code repository at https://github.com/godotengine/godot for more details.
BUGS
Godot Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on Godotâs issue tracker at https://github.com/godotengine/godot/issues .
AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team.