GODOT
Section: Games (6)
Updated: January 2020
Page Index
NAME
godot - multi-platform 2D and 3D game engine with a feature-rich editor
SYNOPSIS
godot
[
,options/] [path to scene or 'project.godot' 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 'project.godot' 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 ('unsafe', 'safe', 'separate').
- --remote-fs <address>
-
Remote filesystem (<host/IP>[:<port>] address).
- --remote-fs-password <password>
-
Password for remote filesystem.
- --audio-driver <driver>
-
Audio driver ('PulseAudio', 'ALSA', 'Dummy').
- --video-driver <driver>
-
Video driver ('GLES3', 'GLES2').
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 OS' window compositor (Windows only).
- --disable-vsync-via-compositor
-
Disable vsync via the OS' 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. 'builds/game.exe'). 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 ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
FILES
XDG_DATA_CONFIG/godot/ or ~/.config/godot/
-
User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
XDG_DATA_HOME/godot/ or ~/.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 ~/.cache/godot/
-
Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
/usr/share/doc/godot/
-
Additional documentation files.
/usr/share/licenses/godot/
-
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
Godot's issue tracker at
https://github.com/godotengine/godot/issues.
AUTHOR
Man page written by RĂ©mi Verschelde <
remi@godotengine.org> on behalf of the
Godot Engine development team.