1GODOT(6)                             Games                            GODOT(6)
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NAME

6       godot - multi-platform 2D and 3D game engine with a feature-rich editor
7

SYNOPSIS

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

DESCRIPTION

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.
16
17   General options:
18       -h, --help
19              Display this help message.
20
21       --version
22              Display the version string.
23
24       -v, --verbose
25              Use verbose stdout mode.
26
27       --quiet
28              Quiet  mode,  silences  stdout  messages.  Errors are still dis‐
29              played.
30
31   Run options:
32       -e, --editor
33              Start the editor instead of running the scene.
34
35       -p, --project-manager
36              Start the project manager, even if a project is auto-detected.
37
38       -q, --quit
39              Quit after the first iteration.
40
41       -l, --language <locale>
42              Use a specific locale (<locale> being a two-letter code).
43
44       --path <directory>
45              Path to a project (<directory> must  contain  a  'project.godot'
46              file).
47
48       -u, --upwards
49              Scan folders upwards for project.godot file.
50
51       --main-pack <file>
52              Path to a pack (.pck) file to load.
53
54       --render-thread <mode>
55              Render thread mode ('unsafe', 'safe', 'separate').
56
57       --remote-fs <address>
58              Remote filesystem (<host/IP>[:<port>] address).
59
60       --remote-fs-password <password>
61              Password for remote filesystem.
62
63       --audio-driver <driver>
64              Audio driver ('PulseAudio', 'ALSA', 'Dummy').
65
66       --video-driver <driver>
67              Video driver ('Vulkan', 'GLES2').
68
69   Display options:
70       -f, --fullscreen
71              Request fullscreen mode.
72
73       -m, --maximized
74              Request a maximized window.
75
76       -w, --windowed
77              Request windowed mode.
78
79       -t, --always-on-top
80              Request an always-on-top window.
81
82       --resolution <W>x<H>
83              Request window resolution.
84
85       --position <X>,<Y>
86              Request window position.
87
88       --low-dpi
89              Force low-DPI mode (macOS and Windows only).
90
91       --no-window
92              Disable  window  creation  (Windows  only). Useful together with
93              --script.
94
95   Debug options:
96       -d, --debug
97              Debug (local stdout debugger).
98
99       -b, --breakpoints
100              Breakpoint list as source::line comma-separated pairs, no spaces
101              (use %20 instead).
102
103       --profiling
104              Enable profiling in the script debugger.
105
106       --remote-debug <address>
107              Remote debug (<host/IP>:<port> address).
108
109       --debug-collisions
110              Show collisions shapes when running the scene.
111
112       --debug-navigation
113              Show navigation polygons when running the scene.
114
115       --frame-delay <ms>
116              Simulate high CPU load (delay each frame by <ms> milliseconds).
117
118       --time-scale <scale>
119              Force  time  scale  (higher  values  are  faster,  1.0 is normal
120              speed).
121
122       --disable-render-loop
123              Disable render loop so rendering only occurs when called explic‐
124              itly from script.
125
126       --disable-crash-handler
127              Disable crash handler when supported by the platform code.
128
129       --fixed-fps <fps>
130              Force a fixed number of frames per second. This setting disables
131              real-time synchronization.
132
133       --print-fps
134              Print the frames per second to the stdout.
135
136   Standalone tools:
137       -s, --script <script>
138              Run a script.
139
140       --check-only
141              Only parse for errors and quit (use with --script).
142
143       --export-release <preset> <path>
144              Export the project in release mode using the  given  preset  and
145              output  path.  The  preset  name should match one defined in ex‐
146              port_presets.cfg.
147              <path> should be absolute or relative to the project  directory,
148              and    include    the    filename    for    the   binary   (e.g.
149              'builds/game.exe').
150              The target directory must exist.
151
152       --export-debug <preset> <path>
153              Export the project in debug mode using the given preset and out‐
154              put  path.  The  preset  name  should  match  one defined in ex‐
155              port_presets.cfg.
156              <path> should be absolute or relative to the project  directory,
157              and    include    the    filename    for    the   binary   (e.g.
158              'builds/game.exe').
159              The target directory must exist.
160
161       --export-pack <preset> <path>
162              Export the project data only using the given preset  and  output
163              path.  The <path> extension determines whether it will be in PCK
164              or ZIP format.
165
166       --doctool <path>
167              Dump the engine API reference to the given <path> in XML format,
168              merging if existing files are found.
169
170       --no-docbase
171              Disallow dumping the base types (used with --doctool).
172
173       --build-solutions
174              Build  the  scripting  solutions (e.g. for C# projects). Implies
175              --editor and requires a valid project to edit.
176
177       --dump-gdextension-interface
178              Generate GDExtension header  file  'gdextension_interface.h'  in
179              the  current  folder. This file is the base file required to im‐
180              plement a GDExtension.
181
182       --dump-extension-api
183              Generate JSON dump of the Godot  API  for  GDExtension  bindings
184              named 'extension_api.json' in the current folder.
185
186       --test <test>
187              Run  a  unit  test  ('string',  'math', 'physics', 'physics_2d',
188              'render', 'oa_hash_map',  'gui',  'shaderlang',  'gd_tokenizer',
189              'gd_parser',  'gd_compiler',  'gd_bytecode', 'ordered_hash_map',
190              'astar').
191

FILES

193       XDG_DATA_CONFIG/godot/ or ~/.config/godot/
194              User-specific configuration folder, contains  persistent  editor
195              settings,  script  and  text editor templates and projects meta‐
196              data.
197       XDG_DATA_HOME/godot/ or ~/.local/share/godot/
198              Contains the default configuration and  user  data  folders  for
199              Godot-made games (user:// path), as well as export templates.
200       XDG_DATA_CACHE/godot/ or ~/.cache/godot/
201              Cache  folder  for  generated  thumbnails and scene previews, as
202              well as temporary location for downloads.
203       /usr/share/doc/godot/
204              Additional documentation files.
205       /usr/share/licenses/godot/
206              Detailed licensing information.
207

SEE ALSO

209       See the project website at https://godotengine.org and the source  code
210       repository at https://github.com/godotengine/godot for more details.
211

BUGS

213       Godot Engine is a free and open source project and welcomes any kind of
214       contributions. In particular, you can report issues or make suggestions
215       on  Godot's  issue  tracker at https://github.com/godotengine/godot/is
216       sues.
217

AUTHOR

219       Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of
220       the Godot Engine development team.
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224godot 4.0                        January 2020                         GODOT(6)
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