1GODOT3(6)                            Games                           GODOT3(6)
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NAME

6       godot3  - multi-platform 2D and 3D game engine with a feature-rich edi‐
7       tor
8

SYNOPSIS

10       godot3 [options] [path to scene or 'project.godot' file]
11

DESCRIPTION

13       Godot Engine is an advanced, feature-packed, multi-platform 2D  and  3D
14       game engine.
15       It provides a huge set of common tools, so you can just focus on making
16       your game without reinventing the wheel.
17
18   General options:
19       -h, --help
20              Display this help message.
21
22       --version
23              Display the version string.
24
25       -v, --verbose
26              Use verbose stdout mode.
27
28       --quiet
29              Quiet mode, silences stdout  messages.  Errors  are  still  dis‐
30              played.
31
32   Run options:
33       -e, --editor
34              Start the editor instead of running the scene.
35
36       -p, --project-manager
37              Start the project manager, even if a project is auto-detected.
38
39       -q, --quit
40              Quit after the first iteration.
41
42       -l, --language <locale>
43              Use a specific locale (<locale> being a two-letter code).
44
45       --path <directory>
46              Path  to  a  project (<directory> must contain a 'project.godot'
47              file).
48
49       -u, --upwards
50              Scan folders upwards for project.godot file.
51
52       --main-pack <file>
53              Path to a pack (.pck) file to load.
54
55       --render-thread <mode>
56              Render thread mode ('unsafe', 'safe', 'separate').
57
58       --remote-fs <address>
59              Remote filesystem (<host/IP>[:<port>] address).
60
61       --remote-fs-password <password>
62              Password for remote filesystem.
63
64       --audio-driver <driver>
65              Audio driver ('PulseAudio', 'ALSA', 'Dummy').
66
67       --video-driver <driver>
68              Video driver ('GLES3', 'GLES2').
69
70   Display options:
71       -f, --fullscreen
72              Request fullscreen mode.
73
74       -m, --maximized
75              Request a maximized window.
76
77       -w, --windowed
78              Request windowed mode.
79
80       -t, --always-on-top
81              Request an always-on-top window.
82
83       --resolution <W>x<H>
84              Request window resolution.
85
86       --position <X>,<Y>
87              Request window position.
88
89       --low-dpi
90              Force low-DPI mode (macOS and Windows only).
91
92       --no-window
93              Disable window creation (Windows  only).  Useful  together  with
94              --script.
95
96       --enable-vsync-via-compositor
97              When vsync is enabled, vsync via the OS' window compositor (Win‐
98              dows only).
99
100       --disable-vsync-via-compositor
101              Disable vsync via the OS' window compositor (Windows only).
102
103   Debug options:
104       -d, --debug
105              Debug (local stdout debugger).
106
107       -b, --breakpoints
108              Breakpoint list as source::line comma-separated pairs, no spaces
109              (use %20 instead).
110
111       --profiling
112              Enable profiling in the script debugger.
113
114       --remote-debug <address>
115              Remote debug (<host/IP>:<port> address).
116
117       --debug-collisions
118              Show collisions shapes when running the scene.
119
120       --debug-navigation
121              Show navigation polygons when running the scene.
122
123       --frame-delay <ms>
124              Simulate high CPU load (delay each frame by <ms> milliseconds).
125
126       --time-scale <scale>
127              Force  time  scale  (higher  values  are  faster,  1.0 is normal
128              speed).
129
130       --disable-render-loop
131              Disable render loop so rendering only occurs when called explic‐
132              itly from script.
133
134       --disable-crash-handler
135              Disable crash handler when supported by the platform code.
136
137       --fixed-fps <fps>
138              Force a fixed number of frames per second. This setting disables
139              real-time synchronization.
140
141       --print-fps
142              Print the frames per second to the stdout.
143
144   Standalone tools:
145       -s, --script <script>
146              Run a script.
147
148       --check-only
149              Only parse for errors and quit (use with --script).
150
151       --export <preset> <path>
152              Export the project using the given preset and  matching  release
153              template.  The  preset  name  should  match  one  defined in ex‐
154              port_presets.cfg.
155              <path> should be absolute or relative to the project  directory,
156              and    include    the    filename    for    the   binary   (e.g.
157              'builds/game.exe'). The target directory should exist.
158
159       --export-debug <preset> <path>
160              Same as --export, but using the debug template.
161
162       --export-pack <preset> <path>
163              Same as --export, but only export the game pack  for  the  given
164              preset.  The  <path>  extension determines whether it will be in
165              PCK or ZIP format.
166
167       --doctool <path>
168              Dump the engine API reference to the given <path> in XML format,
169              merging if existing files are found.
170
171       --no-docbase
172              Disallow dumping the base types (used with --doctool).
173
174       --build-solutions
175              Build  the  scripting  solutions (e.g. for C# projects). Implies
176              --editor and requires a valid project to edit.
177
178       --gdnative-generate-json-api
179              Generate JSON dump of the Godot API for GDNative bindings.
180
181       --test <test>
182              Run a unit  test  ('string',  'math',  'physics',  'physics_2d',
183              'render',  'oa_hash_map',  'gui',  'shaderlang', 'gd_tokenizer',
184              'gd_parser', 'gd_compiler',  'gd_bytecode',  'ordered_hash_map',
185              'astar').
186

FILES

188       XDG_DATA_CONFIG/godot/ or ~/.config/godot/
189              User-specific  configuration  folder, contains persistent editor
190              settings, script and text editor templates  and  projects  meta‐
191              data.
192       XDG_DATA_HOME/godot/ or ~/.local/share/godot/
193              Contains  the  default  configuration  and user data folders for
194              Godot-made games (user:// path), as well as export templates.
195       XDG_DATA_CACHE/godot/ or ~/.cache/godot/
196              Cache folder for generated thumbnails  and  scene  previews,  as
197              well as temporary location for downloads.
198       /usr/share/doc/godot3/
199              Additional documentation files.
200       /usr/share/licenses/godot3/
201              Detailed licensing information.
202

SEE ALSO

204       See  the project website at https://godotengine.org and the source code
205       repository at https://github.com/godotengine/godot for more details.
206

BUGS

208       Godot Engine is a free and open source project and welcomes any kind of
209       contributions. In particular, you can report issues or make suggestions
210       on Godot's issue  tracker  at  https://github.com/godotengine/godot/is
211       sues.
212

AUTHOR

214       Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of
215       the Godot Engine development team.
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219godot 3.2                        January 2020                        GODOT3(6)
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