1GODOT3(6) Games GODOT3(6)
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6 godot3 - multi-platform 2D and 3D game engine with a feature-rich edi‐
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10 godot3 [options] [path to scene or 'project.godot' file]
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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.
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18 General options:
19 -h, --help
20 Display this help message.
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22 --version
23 Display the version string.
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25 -v, --verbose
26 Use verbose stdout mode.
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28 --quiet
29 Quiet mode, silences stdout messages. Errors are still dis‐
30 played.
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32 Run options:
33 -e, --editor
34 Start the editor instead of running the scene.
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36 -p, --project-manager
37 Start the project manager, even if a project is auto-detected.
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39 -q, --quit
40 Quit after the first iteration.
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42 -l, --language <locale>
43 Use a specific locale (<locale> being a two-letter code).
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45 --path <directory>
46 Path to a project (<directory> must contain a 'project.godot'
47 file).
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49 -u, --upwards
50 Scan folders upwards for project.godot file.
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52 --main-pack <file>
53 Path to a pack (.pck) file to load.
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55 --render-thread <mode>
56 Render thread mode ('unsafe', 'safe', 'separate').
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58 --remote-fs <address>
59 Remote filesystem (<host/IP>[:<port>] address).
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61 --remote-fs-password <password>
62 Password for remote filesystem.
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64 --audio-driver <driver>
65 Audio driver ('PulseAudio', 'ALSA', 'Dummy').
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67 --video-driver <driver>
68 Video driver ('GLES3', 'GLES2').
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70 Display options:
71 -f, --fullscreen
72 Request fullscreen mode.
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74 -m, --maximized
75 Request a maximized window.
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77 -w, --windowed
78 Request windowed mode.
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80 -t, --always-on-top
81 Request an always-on-top window.
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83 --resolution <W>x<H>
84 Request window resolution.
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86 --position <X>,<Y>
87 Request window position.
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89 --low-dpi
90 Force low-DPI mode (macOS and Windows only).
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92 --no-window
93 Disable window creation (Windows only). Useful together with
94 --script.
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96 --enable-vsync-via-compositor
97 When vsync is enabled, vsync via the OS' window compositor (Win‐
98 dows only).
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100 --disable-vsync-via-compositor
101 Disable vsync via the OS' window compositor (Windows only).
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103 Debug options:
104 -d, --debug
105 Debug (local stdout debugger).
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107 -b, --breakpoints
108 Breakpoint list as source::line comma-separated pairs, no spaces
109 (use %20 instead).
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111 --profiling
112 Enable profiling in the script debugger.
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114 --remote-debug <address>
115 Remote debug (<host/IP>:<port> address).
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117 --debug-collisions
118 Show collisions shapes when running the scene.
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120 --debug-navigation
121 Show navigation polygons when running the scene.
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123 --frame-delay <ms>
124 Simulate high CPU load (delay each frame by <ms> milliseconds).
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126 --time-scale <scale>
127 Force time scale (higher values are faster, 1.0 is normal
128 speed).
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130 --disable-render-loop
131 Disable render loop so rendering only occurs when called explic‐
132 itly from script.
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134 --disable-crash-handler
135 Disable crash handler when supported by the platform code.
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137 --fixed-fps <fps>
138 Force a fixed number of frames per second. This setting disables
139 real-time synchronization.
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141 --print-fps
142 Print the frames per second to the stdout.
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144 Standalone tools:
145 -s, --script <script>
146 Run a script.
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148 --check-only
149 Only parse for errors and quit (use with --script).
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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.
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159 --export-debug <preset> <path>
160 Same as --export, but using the debug template.
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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.
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167 --doctool <path>
168 Dump the engine API reference to the given <path> in XML format,
169 merging if existing files are found.
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171 --no-docbase
172 Disallow dumping the base types (used with --doctool).
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174 --build-solutions
175 Build the scripting solutions (e.g. for C# projects). Implies
176 --editor and requires a valid project to edit.
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178 --gdnative-generate-json-api
179 Generate JSON dump of the Godot API for GDNative bindings.
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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').
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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.
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204 See the project website at https://godotengine.org and the source code
205 repository at https://github.com/godotengine/godot for more details.
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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.
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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)