godot3 - Man Page

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

Synopsis

godot3 [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/godot3/

Additional documentation files.

/usr/share/licenses/godot3/

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.

Info

January 2020 godot 3.2 Games