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.
- -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').
- -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').
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 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 Rémi Verschelde
<remi@godotengine.org> on behalf of the Godot Engine development
team.