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.TH GODOT "6" "January 2020" "godot 4.0" "Games"
.SH NAME
2017-09-24 19:40:36 +02:00
godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor
.SH SYNOPSIS
.B godot
[\fI\,options\/\fR] [path to scene or 'project.godot' file]
.SH DESCRIPTION
2017-09-24 19:40:36 +02:00
Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
engine.
.br
It provides a huge set of common tools, so you can just focus on making
your game without reinventing the wheel.
.SS "General options:"
.TP
\fB\-h\fR, \fB\-\-help\fR
Display this help message.
.TP
\fB\-\-version\fR
Display the version string.
.TP
\fB\-v\fR, \fB\-\-verbose\fR
Use verbose stdout mode.
.TP
\fB\-\-quiet\fR
Quiet mode, silences stdout messages. Errors are still displayed.
.SS "Run options:"
.TP
\fB\-e\fR, \fB\-\-editor\fR
Start the editor instead of running the scene.
.TP
\fB\-p\fR, \fB\-\-project\-manager\fR
Start the project manager, even if a project is auto\-detected.
.TP
\fB\-q\fR, \fB\-\-quit\fR
Quit after the first iteration.
.TP
\fB\-l\fR, \fB\-\-language\fR <locale>
Use a specific locale (<locale> being a two\-letter code).
.TP
\fB\-\-path\fR <directory>
Path to a project (<directory> must contain a 'project.godot' file).
.TP
\fB\-u\fR, \fB\-\-upwards\fR
Scan folders upwards for project.godot file.
.TP
\fB\-\-main\-pack\fR <file>
Path to a pack (.pck) file to load.
.TP
\fB\-\-render\-thread\fR <mode>
Render thread mode ('unsafe', 'safe', 'separate').
.TP
\fB\-\-remote\-fs\fR <address>
Remote filesystem (<host/IP>[:<port>] address).
.TP
\fB\-\-remote\-fs\-password\fR <password>
Password for remote filesystem.
.TP
\fB\-\-audio\-driver\fR <driver>
Audio driver ('PulseAudio', 'ALSA', 'Dummy').
.TP
\fB\-\-video\-driver\fR <driver>
Video driver ('Vulkan', 'GLES2').
.SS "Display options:"
.TP
\fB\-f\fR, \fB\-\-fullscreen\fR
Request fullscreen mode.
.TP
\fB\-m\fR, \fB\-\-maximized\fR
Request a maximized window.
.TP
\fB\-w\fR, \fB\-\-windowed\fR
Request windowed mode.
.TP
\fB\-t\fR, \fB\-\-always\-on\-top\fR
Request an always\-on\-top window.
.TP
\fB\-\-resolution\fR <W>x<H>
Request window resolution.
.TP
\fB\-\-position\fR <X>,<Y>
Request window position.
.TP
\fB\-\-low\-dpi\fR
Force low\-DPI mode (macOS and Windows only).
.TP
\fB\-\-no\-window\fR
Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
.SS "Debug options:"
.TP
\fB\-d\fR, \fB\-\-debug\fR
Debug (local stdout debugger).
.TP
\fB\-b\fR, \fB\-\-breakpoints\fR
Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
.TP
\fB\-\-profiling\fR
Enable profiling in the script debugger.
.TP
\fB\-\-remote\-debug\fR <address>
Remote debug (<host/IP>:<port> address).
.TP
\fB\-\-debug\-collisions\fR
Show collisions shapes when running the scene.
.TP
\fB\-\-debug\-navigation\fR
Show navigation polygons when running the scene.
.TP
\fB\-\-max\-fps\fR <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.
.TP
\fB\-\-frame\-delay\fR <ms>
Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.
.TP
\fB\-\-time\-scale\fR <scale>
Force time scale (higher values are faster, 1.0 is normal speed).
.TP
\fB\-\-disable\-render\-loop\fR
Disable render loop so rendering only occurs when called explicitly from script.
.TP
\fB\-\-disable\-crash\-handler\fR
Disable crash handler when supported by the platform code.
.TP
\fB\-\-fixed\-fps\fR <fps>
Force a fixed number of frames per second. This setting disables real\-time synchronization.
.TP
\fB\-\-print\-fps\fR
Print the frames per second to the stdout.
.SS "Standalone tools:"
.TP
\fB\-s\fR, \fB\-\-script\fR <script>
Run a script.
.TP
\fB\-\-check\-only\fR
Only parse for errors and quit (use with --script).
.TP
\fB\-\-export\-release\fR <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.
.br
<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
.br
The target directory must exist.
.TP
\fB\-\-export\-debug\fR <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.
.br
<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
.br
The target directory must exist.
.TP
\fB\-\-export\-pack\fR <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.
.TP
\fB\-\-doctool\fR <path>
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
.TP
\fB\-\-no\-docbase\fR
Disallow dumping the base types (used with \fB\-\-doctool\fR).
.TP
\fB\-\-build\-solutions\fR
Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit.
.TP
\fB\-\-dump\-gdextension\-interface\fR
Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
.TP
\fB\-\-dump\-extension\-api\fR
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
.TP
\fB\-\-test\fR <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').
.SH FILES
XDG_DATA_CONFIG/godot/ or ~/.config/godot/
.RS
User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
.RE
XDG_DATA_HOME/godot/ or ~/.local/share/godot/
.RS
Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates.
.RE
XDG_DATA_CACHE/godot/ or ~/.cache/godot/
.RS
Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
.RE
/usr/share/doc/godot/
.RS
Additional documentation files.
.RE
/usr/share/licenses/godot/
.RS
Detailed licensing information.
.RE
.SH "SEE ALSO"
See the project website at \fIhttps://godotengine.org\fR and the source
code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
.SH 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 \fIhttps://github.com/godotengine/godot/issues\fR.
.SH AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the
Godot Engine development team.