9823dab954
No peace for the weary. :)
194 lines
6.1 KiB
Groff
194 lines
6.1 KiB
Groff
.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
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.B godot
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[\fI\,options\/\fR] [path to scene or 'project.godot' file]
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.SH DESCRIPTION
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Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
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engine.
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.br
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It provides a huge set of common tools, so you can just focus on making
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your game without reinventing the wheel.
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.SS "General options:"
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.TP
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\fB\-h\fR, \fB\-\-help\fR
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Display this help message.
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.TP
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\fB\-\-version\fR
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Display the version string.
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.TP
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\fB\-v\fR, \fB\-\-verbose\fR
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Use verbose stdout mode.
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.TP
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\fB\-\-quiet\fR
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Quiet mode, silences stdout messages. Errors are still displayed.
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.SS "Run options:"
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.TP
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\fB\-e\fR, \fB\-\-editor\fR
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Start the editor instead of running the scene.
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.TP
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\fB\-p\fR, \fB\-\-project\-manager\fR
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Start the project manager, even if a project is auto\-detected.
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.TP
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\fB\-q\fR, \fB\-\-quit\fR
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Quit after the first iteration.
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.TP
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\fB\-l\fR, \fB\-\-language\fR <locale>
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Use a specific locale (<locale> being a two\-letter code).
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.TP
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\fB\-\-path\fR <directory>
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Path to a project (<directory> must contain a 'project.godot' file).
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.TP
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\fB\-u\fR, \fB\-\-upwards\fR
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Scan folders upwards for project.godot file.
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.TP
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\fB\-\-main\-pack\fR <file>
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Path to a pack (.pck) file to load.
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.TP
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\fB\-\-render\-thread\fR <mode>
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Render thread mode ('unsafe', 'safe', 'separate').
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.TP
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\fB\-\-remote\-fs\fR <address>
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Remote filesystem (<host/IP>[:<port>] address).
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.TP
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\fB\-\-remote\-fs\-password\fR <password>
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Password for remote filesystem.
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.TP
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\fB\-\-audio\-driver\fR <driver>
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Audio driver ('PulseAudio', 'ALSA', 'Dummy').
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.TP
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\fB\-\-video\-driver\fR <driver>
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Video driver ('GLES3', 'GLES2').
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.SS "Display options:"
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.TP
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\fB\-f\fR, \fB\-\-fullscreen\fR
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Request fullscreen mode.
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.TP
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\fB\-m\fR, \fB\-\-maximized\fR
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Request a maximized window.
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.TP
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\fB\-w\fR, \fB\-\-windowed\fR
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Request windowed mode.
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.TP
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\fB\-t\fR, \fB\-\-always\-on\-top\fR
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Request an always\-on\-top window.
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.TP
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\fB\-\-resolution\fR <W>x<H>
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Request window resolution.
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.TP
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\fB\-\-position\fR <X>,<Y>
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Request window position.
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.TP
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\fB\-\-low\-dpi\fR
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Force low\-DPI mode (macOS and Windows only).
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.TP
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\fB\-\-no\-window\fR
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Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
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.TP
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\fB\-\-enable\-vsync\-via\-compositor\fR
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When vsync is enabled, vsync via the OS' window compositor (Windows only).
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.TP
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\fB\-\-disable\-vsync\-via\-compositor\fR
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Disable vsync via the OS' window compositor (Windows only).
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.SS "Debug options:"
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.TP
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\fB\-d\fR, \fB\-\-debug\fR
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Debug (local stdout debugger).
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.TP
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\fB\-b\fR, \fB\-\-breakpoints\fR
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Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
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.TP
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\fB\-\-profiling\fR
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Enable profiling in the script debugger.
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.TP
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\fB\-\-remote\-debug\fR <address>
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Remote debug (<host/IP>:<port> address).
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.TP
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\fB\-\-debug\-collisions\fR
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Show collisions shapes when running the scene.
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.TP
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\fB\-\-debug\-navigation\fR
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Show navigation polygons when running the scene.
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.TP
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\fB\-\-frame\-delay\fR <ms>
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Simulate high CPU load (delay each frame by <ms> milliseconds).
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.TP
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\fB\-\-time\-scale\fR <scale>
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Force time scale (higher values are faster, 1.0 is normal speed).
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.TP
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\fB\-\-disable\-render\-loop\fR
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Disable render loop so rendering only occurs when called explicitly from script.
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.TP
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\fB\-\-disable\-crash\-handler\fR
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Disable crash handler when supported by the platform code.
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.TP
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\fB\-\-fixed\-fps\fR <fps>
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Force a fixed number of frames per second. This setting disables real\-time synchronization.
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.TP
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\fB\-\-print\-fps\fR
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Print the frames per second to the stdout.
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.SS "Standalone tools:"
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.TP
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\fB\-s\fR, \fB\-\-script\fR <script>
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Run a script.
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.TP
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\fB\-\-check\-only\fR
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Only parse for errors and quit (use with --script).
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.TP
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\fB\-\-export\fR <preset> <path>
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Export the project using the given preset and matching release template. 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'). The target directory should exist.
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.TP
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\fB\-\-export\-debug\fR <preset> <path>
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Same as \-\-export, but using the debug template.
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.TP
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\fB\-\-export\-pack\fR <preset> <path>
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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.
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.TP
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\fB\-\-doctool\fR <path>
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Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
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.TP
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\fB\-\-no\-docbase\fR
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Disallow dumping the base types (used with \fB\-\-doctool\fR).
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.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\-\-gdnative\-generate\-json\-api\fR
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Generate JSON dump of the Godot API for GDNative bindings.
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.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 (\fIuser://\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
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/usr/share/doc/godot/
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.RS
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Additional documentation files.
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.RE
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/usr/share/licenses/godot/
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.RS
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Detailed licensing information.
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.RE
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.SH "SEE ALSO"
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See the project website at \fIhttps://godotengine.org\fR and the source
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code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
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.SH BUGS
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Godot Engine is a free and open source project and welcomes any kind of
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contributions. In particular, you can report issues or make suggestions on
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Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR.
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.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.
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