Section: Games (6)
Updated: January 2019
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godot - multi-platform 2D and 3D game engine with a feature-rich editor  


godot [,options/] [path to scene or 'project.godot' file]  


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.
Display the version string.
-v, --verbose
Use verbose stdout mode.
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.
Force low-DPI mode (macOS and Windows only).
Disable window creation (Windows only). Useful together with --script.

Debug options:

-d, --debug
Debug (local stdout debugger).
-b, --breakpoints
Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead).
Enable profiling in the script debugger.
--remote-debug <address>
Remote debug (<host/IP>:<port> address).
Show collisions shapes when running the scene.
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 so rendering only occurs when called explicitly from script.
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 the frames per second to the stdout.

Standalone tools:

-s, --script <script>
Run a script.
Only parse for errors and quit (use with --script).
--export <target>
Export the project using the given export target. Export only main pack if path ends with .pck or .zip.
--export-debug <target>
Like --export, but use debug template.
--doctool <path>
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
Disallow dumping the base types (used with --doctool).
Build the scripting solutions (e.g. for C# projects).
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').


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.
Additional documentation files.
Detailed licensing information.


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


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.  


Man page written by RĂ©mi Verschelde <akien@godotengine.org> on behalf of the Godot Engine development team.



General options:
Run options:
Display options:
Debug options:
Standalone tools:
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