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.TH GODOT "6" "January 2020" "godot 4.0" "Games"
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.SH NAME
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godot \- multi\- platform 2D and 3D game engine with a feature\- rich editor
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.SH SYNOPSIS
.B godot
[\fI \, options\/ \fR ] [path to scene or 'project.godot' file]
.SH DESCRIPTION
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Godot Engine is an advanced, feature\- packed, multi\- platform 2D and 3D game
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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
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\fB \- q\fR , \fB \- \- quit\fR
Quit after the first iteration.
.TP
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\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
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\fB \- u\fR , \fB \- \- upwards\fR
Scan folders upwards for project.godot file.
.TP
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\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>
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Audio driver ('PulseAudio', 'ALSA', 'Dummy').
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.TP
\fB \- \- video\- driver\fR <driver>
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Video driver ('Vulkan', 'GLES2').
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.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
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\fB \- t\fR , \fB \- \- always\- on\- top\fR
Request an always\- on\- top window.
.TP
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\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
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\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
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\fB \- \- frame\- delay\fR <ms>
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Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.
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.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.
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.TP
\fB \- \- print\- fps\fR
Print the frames per second to the stdout.
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.SS "Standalone tools:"
.TP
\fB \- s\fR , \fB \- \- script\fR <script>
Run a script.
.TP
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\fB \- \- check\- only\fR
Only parse for errors and quit (use with --script).
.TP
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\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.
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.br
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<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.
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.TP
\fB \- \- export\- debug\fR <preset> <path>
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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.
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.TP
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\fB \- \- export\- pack\fR <preset> <path>
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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.
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.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
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\fB \- \- build\- solutions\fR
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Build the scripting solutions (e.g. for C# projects). Implies \- \- editor and requires a valid project to edit.
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.TP
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\fB \- \- dump\- gdextension\- interface\fR
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Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
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.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
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\fB \- \- test\fR <test>
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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').
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.SH FILES
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XDG_DATA_CONFIG/godot/ or ~/.config/godot/
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.RS
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User\- specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
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.RE
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XDG_DATA_HOME/godot/ or ~/.local/share/godot/
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.RS
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Contains the default configuration and user data folders for Godot\- made games (\fI user://\fR path), as well as export templates.
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.RE
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XDG_DATA_CACHE/godot/ or ~/.cache/godot/
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.RS
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Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
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.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 \fI https://godotengine.org\fR and the source
code repository at \fI https://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 \fI https://github.com/godotengine/godot/issues\fR .
.SH AUTHOR
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Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the
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Godot Engine development team.