GODOT3(6)

πŸ“¦ version 3.6.2, in debian trixie, ubuntu resolute, ubuntu stonking

πŸ’– GODOT3 πŸ’– β€” the godot3 manual, but make it a group chat πŸŽ€

okay so bestie, you found the manual page for godot3, section 6 of the Games manuals. It's a big one. Grab a boba. We're doing this. ✨


🌸 NAME 🌸

godot β€” a multi-platform 2D and 3D game engine with a feature-rich editor. Yes, the whole thing. Yes, it does everything. No, you don't have to build your own renderer, king. πŸ‘‘


πŸ¦‹ SYNOPSIS πŸ¦‹

godot3-runner [options] [path to scene or 'project.godot' file]

That's it. That's the whole summoning ritual. Options, then optionally point it at a scene or a project.godot file. πŸ’…


✨ DESCRIPTION ✨

Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine.

It hands you a huge set of common tools on a silver platter, so you can just focus on making your game instead of reinventing the wheel like some kind of medieval peasant. πŸ›žβœ¨ No cap.


πŸŽ€ General options πŸŽ€

  • -h, --help β€” Shows you this help message. The classic "hello, what do you do" button.
  • --version β€” Spits out the version string. Iconic for bug reports.
  • -v, --verbose β€” Verbose stdout mode. It will talk. A lot. Main character energy from your terminal.
  • --quiet β€” Quiet mode: silences stdout messages. Errors still show up though, because the truth always finds you. 😭

🌈 Run options 🌈

  • -e, --editor β€” Start the editor instead of running the scene. This is where the magic happens, fr fr.
  • -p, --project-manager β€” Start the project manager, even if a project is auto-detected. It refuses to be ignored. Respect.
  • -q, --quit β€” Quit after the first iteration. Blink and it's gone. πŸ’€
  • -l, --language <locale> β€” Use a specific locale, where <locale> is a two-letter code.
  • --path <directory> β€” Path to a project. <directory> must contain a project.godot file or it's not a project, bestie, it's just a folder.
  • -u, --upwards β€” Scan folders upwards for a project.godot file. It climbs. πŸ§—
  • --main-pack <file> β€” Path to a pack (.pck) file to load.
  • --render-thread <mode> β€” Render thread mode: 'unsafe', 'safe', or 'separate'.
  • --remote-fs <address> β€” Remote filesystem, as a <host/IP>[:<port>] address.
  • --remote-fs-password <password> β€” Password for that remote filesystem. 🀫
  • --audio-driver <driver> β€” Audio driver: 'PulseAudio', 'ALSA', or 'Dummy'.
  • --video-driver <driver> β€” Video driver: 'GLES3' or 'GLES2'.

πŸ’… Display options πŸ’…

  • -f, --fullscreen β€” Request fullscreen mode. Immersive. Cinematic. 🍿
  • -m, --maximized β€” Request a maximized window. Big, but not too big.
  • -w, --windowed β€” Request windowed mode. Humble. Contained.
  • -t, --always-on-top β€” Request an always-on-top window. It will NOT be buried. Periodt.
  • --resolution <W>x<H> β€” Request window resolution, in <W>x<H> form.
  • --position <X>,<Y> β€” Request window position, in <X>,<Y> form.
  • --low-dpi β€” Force low-DPI mode. macOS and Windows only.
  • --no-window β€” Disable window creation. Windows only. Useful together with --script.
  • --enable-vsync-via-compositor β€” When vsync is enabled, do vsync via the OS' window compositor. Windows only.
  • --disable-vsync-via-compositor β€” Disable vsync via the OS' window compositor. Windows only.

πŸ”₯ Debug options πŸ”₯

  • -d, --debug β€” Debug, using the local stdout debugger. Your bugs, but narrated.
  • -b, --breakpoints β€” Breakpoint list as source::line comma-separated pairs, no spaces β€” use %20 instead. Spaces are not invited to this party. 🚫
  • --profiling β€” Enable profiling in the script debugger. Numbers go brrr.
  • --remote-debug <address> β€” Remote debug, as a <host/IP>:<port> address.
  • --debug-collisions β€” Show collision shapes when running the scene. Little outlines everywhere. Obsessed.
  • --debug-navigation β€” Show navigation polygons when running the scene.
  • --frame-delay <ms> β€” Simulate high CPU load by delaying each frame by <ms> milliseconds. Suffering on purpose. 🫠
  • --time-scale <scale> β€” Force time scale: higher values are faster, 1.0 is normal speed. Time is a construct and you control it. πŸ•°οΈ
  • --disable-render-loop β€” Disable the render loop, so rendering only happens when it's called explicitly from a script. Nothing renders unless summoned.
  • --disable-crash-handler β€” Disable the crash handler when the platform code supports it. Living dangerously, no seatbelt. πŸ’€
  • --fixed-fps <fps> β€” Force a fixed number of frames per second. Heads up: this setting disables real-time synchronization.
  • --print-fps β€” Print the frames per second to stdout. Numbers! On your screen!

⭐ Standalone tools ⭐

  • -s, --script <script> β€” Run a script.
  • --check-only β€” Only parse for errors and quit. Use it with --script. It's the vibe check. βœ…
  • --export <preset> <path> β€” Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. <path> should be absolute, or relative to the project directory, and should include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.
  • --export-debug <preset> <path> β€” Same as --export, but using the debug template.
  • --export-pack <preset> <path> β€” Same as --export, but only exports the game pack for the given preset. The <path> extension decides whether it comes out in PCK or ZIP format.
  • --doctool <path> β€” Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
  • --no-docbase β€” Disallow dumping the base types. Used with --doctool.
  • --build-solutions β€” Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.
  • --gdnative-generate-json-api β€” Generate a JSON dump of the Godot API for GDNative bindings.
  • --test <test> β€” Run a unit test. Options are: '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/ β€” User-specific configuration folder. Contains persistent editor settings, script and text editor templates, and projects metadata.
  • XDG_DATA_HOME/godot/ or ~/.local/share/godot/ β€” Contains the default configuration and user data folders for Godot-made games (that's the user:// path), plus export templates.
  • XDG_DATA_CACHE/godot/ or ~/.cache/godot/ β€” Cache folder for generated thumbnails and scene previews, and the temporary location for downloads.
  • /usr/share/doc/godot3-runner/ β€” Additional documentation files and detailed licensing information. (Read the license, bestie. It's giving responsible.)

πŸ‘€ SEE ALSO πŸ‘€

See the project website at https://godotengine.org and the source code repository at https://github.com/godotengine/godot for more details.


πŸ› BUGS πŸ›

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. Found a bug? Report it. That's your civic duty and it's lowkey slay. 🫢


πŸ’œ AUTHOR πŸ’œ

Man page written by RΓ©mi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team. Legend behavior, honestly. πŸ‘‘


And that's the whole page, bestie. This is godot 3.2, dated January 2020, and you just read the GODOT3(6) page from the Games manual β€” top to bottom, every flag intact, nothing skipped. Go make a game. πŸŒŸπŸ’–

πŸ“¦ where this page comes from