GODOT3(6)

πŸ“¦
version 3.6.2 Β· 3 versions
, in fedora 43, fedora 44

πŸ’– GODOT3 πŸ’–

okay bestie, so godot3 is a section 6 (Games) man page and it's literally the whole vibe of a multi-platform 2D and 3D game engine with a feature-rich editor. yes you heard me. engine. games. 2D AND 3D. no cap. 🌈✨


✨ SYNOPSIS ✨

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

πŸŽ€ DESCRIPTION πŸŽ€

Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine. iconic behavior tbh πŸ’…

It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel. the way that it just hands you the wheel and says "go off queen"? obsessed. πŸ¦‹

🌸 General options:

  • -h, --help β€” Display this help message. (yes, help for the help, we love a self-aware moment)
  • --version β€” Display the version string.
  • -v, --verbose β€” Use verbose stdout mode. it's giving tell me everything energy.
  • --quiet β€” Quiet mode, silences stdout messages. Errors are still displayed. she's silent but not that silent, errors still get to speak 🫢

πŸ”₯ Run options:

  • -e, --editor β€” Start the editor instead of running the scene.
  • -p, --project-manager β€” Start the project manager, even if a project is auto-detected.
  • -q, --quit β€” Quit after the first iteration.
  • -l, --language <locale> β€” Use a specific locale (<locale> being a two-letter code).
  • --path <directory> β€” Path to a project (<directory> must contain a 'project.godot' file). no project.godot, no entry, rules are rules bestie.
  • -u, --upwards β€” Scan folders upwards for project.godot file. she's looking up like she just heard her name πŸ’€
  • --main-pack <file> β€” Path to a pack (.pck) file to load.
  • --render-thread <mode> β€” Render thread mode ('unsafe', 'safe', 'separate').
  • --remote-fs <address> β€” Remote filesystem (<host/IP>[:<port>] address).
  • --remote-fs-password <password> β€” Password for remote filesystem.
  • --audio-driver <driver> β€” Audio driver ('PulseAudio', 'ALSA', 'Dummy').
  • --video-driver <driver> β€” Video driver ('GLES3', 'GLES2').

🌈 Display options:

  • -f, --fullscreen β€” Request fullscreen mode.
  • -m, --maximized β€” Request a maximized window.
  • -w, --windowed β€” Request windowed mode.
  • -t, --always-on-top β€” Request an always-on-top window. main character energy fr fr πŸ‘‘
  • --resolution <W>x<H> β€” Request window resolution.
  • --position <X>,<Y> β€” Request window position.
  • --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, 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:

  • -d, --debug β€” Debug (local stdout debugger).
  • -b, --breakpoints β€” Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead). NO SPACES. use %20. i'm serious bestie πŸ™ˆ
  • --profiling β€” Enable profiling in the script debugger.
  • --remote-debug <address> β€” Remote debug (<host/IP>:<port> address).
  • --debug-collisions β€” Show collisions shapes when running the scene.
  • --debug-navigation β€” Show navigation polygons when running the scene.
  • --frame-delay <ms> β€” Simulate high CPU load (delay each frame by <ms> milliseconds).
  • --time-scale <scale> β€” Force time scale (higher values are faster, 1.0 is normal speed).
  • --disable-render-loop β€” Disable render loop so rendering only occurs when called explicitly from script.
  • --disable-crash-handler β€” Disable crash handler when supported by the platform code.
  • --fixed-fps <fps> β€” Force a fixed number of frames per second. This setting disables real-time synchronization.
  • --print-fps β€” Print the frames per second to the stdout.

🧚 Standalone tools:

  • -s, --script <script> β€” Run a script.
  • --check-only β€” Only parse for errors and quit (use with --script).
  • --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 include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.

bestie. the target directory MUST exist. she will not create it for you. do not test her. πŸ’€
  • --export-debug <preset> <path> β€” Same as --export, but using the debug template.
  • --export-pack <preset> <path> β€” 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.
  • --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 JSON dump of the Godot API for GDNative bindings.
  • --test <test> β€” 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').

πŸ“ FILES πŸ“

  • 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 (user:// path), as well as export templates.
  • XDG_DATA_CACHE/godot/ or ~/.cache/godot/ β€” Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
  • /usr/share/doc/godot3/ β€” Additional documentation files.
  • /usr/share/licenses/godot3/ β€” Detailed licensing information.

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. go lurk, it's free πŸ’œ


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. they literally want your input bestie, don't be shy 🫢


πŸ‘‘ AUTHOR πŸ‘‘

Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team. absolute legend behavior, we stan ✨


and that's the whole page bestie!! this was godot 3.2, dated January 2020, and it lives in the GODOT3(6) corner of the manual. mwah πŸ’‹ go make a game fr fr πŸŽ€

πŸ“¦ where this page comes from