godot - Man Page
multi-platform 2D and 3D game engine with a feature-rich editor
Examples (TL;DR)
- Run a project if the current directory contains a
project.godot
file, otherwise open the project manager:godot
- Edit a project (the current directory must contain a
project.godot
file):godot -e
- Open the project manager even if the current directory contains a
project.godot
file:godot -p
- Export a project for a given export preset (the preset must be defined in the project):
godot --export preset output_path
- Execute a standalone GDScript file (the script must inherit from
SceneTree
orMainLoop
):godot -s script.gd
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').
- --audio-output-latency <ms>
Override audio output latency in milliseconds (default is 15 ms). Lower values make sound playback more reactive but increase CPU usage, and may result in audio cracking if the CPU can't keep up.
- --video-driver <driver>
Video driver ('Vulkan', '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.
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.
- --max-fps <fps>
Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0 results in unlimited framerate.
- --frame-delay <ms>
Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.
- --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-release <preset> <path>
Export the project in release mode using the given preset and output path. 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 must exist.- --export-debug <preset> <path>
Export the project in debug mode using the given preset and output path. 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 must exist.- --export-pack <preset> <path>
Export the project data only using the given preset and output path. 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.
- --dump-gdextension-interface
Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
- --dump-extension-api
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
- --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 Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team.