1GODOT(6) Games GODOT(6)
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6 godot - multi-platform 2D and 3D game engine with a feature-rich editor
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9 godot [options] [path to scene or 'project.godot' file]
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12 Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D
13 game engine.
14 It provides a huge set of common tools, so you can just focus on making
15 your game without reinventing the wheel.
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17 General options:
18 -h, --help
19 Display this help message.
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21 --version
22 Display the version string.
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24 -v, --verbose
25 Use verbose stdout mode.
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27 --quiet
28 Quiet mode, silences stdout messages. Errors are still dis‐
29 played.
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31 Run options:
32 -e, --editor
33 Start the editor instead of running the scene.
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35 -p, --project-manager
36 Start the project manager, even if a project is auto-detected.
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38 -q, --quit
39 Quit after the first iteration.
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41 -l, --language <locale>
42 Use a specific locale (<locale> being a two-letter code).
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44 --path <directory>
45 Path to a project (<directory> must contain a 'project.godot'
46 file).
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48 -u, --upwards
49 Scan folders upwards for project.godot file.
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51 --main-pack <file>
52 Path to a pack (.pck) file to load.
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54 --render-thread <mode>
55 Render thread mode ('unsafe', 'safe', 'separate').
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57 --remote-fs <address>
58 Remote filesystem (<host/IP>[:<port>] address).
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60 --remote-fs-password <password>
61 Password for remote filesystem.
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63 --audio-driver <driver>
64 Audio driver ('PulseAudio', 'ALSA', 'Dummy').
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66 --video-driver <driver>
67 Video driver ('GLES3', 'GLES2').
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69 Display options:
70 -f, --fullscreen
71 Request fullscreen mode.
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73 -m, --maximized
74 Request a maximized window.
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76 -w, --windowed
77 Request windowed mode.
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79 -t, --always-on-top
80 Request an always-on-top window.
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82 --resolution <W>x<H>
83 Request window resolution.
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85 --position <X>,<Y>
86 Request window position.
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88 --low-dpi
89 Force low-DPI mode (macOS and Windows only).
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91 --no-window
92 Disable window creation (Windows only). Useful together with
93 --script.
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95 --enable-vsync-via-compositor
96 When vsync is enabled, vsync via the OS' window compositor (Win‐
97 dows only).
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99 --disable-vsync-via-compositor
100 Disable vsync via the OS' window compositor (Windows only).
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102 Debug options:
103 -d, --debug
104 Debug (local stdout debugger).
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106 -b, --breakpoints
107 Breakpoint list as source::line comma-separated pairs, no spaces
108 (use %20 instead).
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110 --profiling
111 Enable profiling in the script debugger.
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113 --remote-debug <address>
114 Remote debug (<host/IP>:<port> address).
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116 --debug-collisions
117 Show collisions shapes when running the scene.
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119 --debug-navigation
120 Show navigation polygons when running the scene.
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122 --frame-delay <ms>
123 Simulate high CPU load (delay each frame by <ms> milliseconds).
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125 --time-scale <scale>
126 Force time scale (higher values are faster, 1.0 is normal
127 speed).
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129 --disable-render-loop
130 Disable render loop so rendering only occurs when called explic‐
131 itly from script.
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133 --disable-crash-handler
134 Disable crash handler when supported by the platform code.
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136 --fixed-fps <fps>
137 Force a fixed number of frames per second. This setting disables
138 real-time synchronization.
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140 --print-fps
141 Print the frames per second to the stdout.
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143 Standalone tools:
144 -s, --script <script>
145 Run a script.
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147 --check-only
148 Only parse for errors and quit (use with --script).
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150 --export <preset> <path>
151 Export the project using the given preset and matching release
152 template. The preset name should match one defined in
153 export_presets.cfg.
154 <path> should be absolute or relative to the project directory,
155 and include the filename for the binary (e.g.
156 'builds/game.exe'). The target directory should exist.
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158 --export-debug <preset> <path>
159 Same as --export, but using the debug template.
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161 --export-pack <preset> <path>
162 Same as --export, but only export the game pack for the given
163 preset. The <path> extension determines whether it will be in
164 PCK or ZIP format.
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166 --doctool <path>
167 Dump the engine API reference to the given <path> in XML format,
168 merging if existing files are found.
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170 --no-docbase
171 Disallow dumping the base types (used with --doctool).
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173 --build-solutions
174 Build the scripting solutions (e.g. for C# projects). Implies
175 --editor and requires a valid project to edit.
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177 --gdnative-generate-json-api
178 Generate JSON dump of the Godot API for GDNative bindings.
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180 --test <test>
181 Run a unit test ('string', 'math', 'physics', 'physics_2d',
182 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer',
183 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map',
184 'astar').
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187 XDG_DATA_CONFIG/godot/ or ~/.config/godot/
188 User-specific configuration folder, contains persistent editor
189 settings, script and text editor templates and projects meta‐
190 data.
191 XDG_DATA_HOME/godot/ or ~/.local/share/godot/
192 Contains the default configuration and user data folders for
193 Godot-made games (user:// path), as well as export templates.
194 XDG_DATA_CACHE/godot/ or ~/.cache/godot/
195 Cache folder for generated thumbnails and scene previews, as
196 well as temporary location for downloads.
197 /usr/share/doc/godot/
198 Additional documentation files.
199 /usr/share/licenses/godot/
200 Detailed licensing information.
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203 See the project website at https://godotengine.org and the source code
204 repository at https://github.com/godotengine/godot for more details.
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207 Godot Engine is a free and open source project and welcomes any kind of
208 contributions. In particular, you can report issues or make suggestions
209 on Godot's issue tracker at
210 https://github.com/godotengine/godot/issues.
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213 Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of
214 the Godot Engine development team.
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218godot 3.2 January 2020 GODOT(6)