Provided by: godot_4.4.1+ds-1_amd64 bug

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').

       --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.

godot 4.0                                         January 2020                                          GODOT(6)