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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-02-07 19:51:50 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-05-07 00:05:02 +0200 |
commit | ce4aa07276f4772f86c9b2a38b49378ef991b981 (patch) | |
tree | c7d715ce2ed8aac99777260b384c3dfa643e1133 /doc/classes/OS.xml | |
parent | a33a8f1e2919aa6c5793c52c74ca7fbf71a3aeba (diff) |
Implement the `%command%` placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
Diffstat (limited to 'doc/classes/OS.xml')
-rw-r--r-- | doc/classes/OS.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 8c90108aef..d997073849 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -143,7 +143,7 @@ Returns the command-line arguments passed to the engine. Command-line arguments can be written in any form, including both [code]--key value[/code] and [code]--key=value[/code] forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments. You can also incorporate environment variables using the [method get_environment] method. - You can set [code]editor/main_run_args[/code] in the Project Settings to define command-line arguments to be passed by the editor when running the project. + You can set [member ProjectSettings.editor/run/main_run_args] to define command-line arguments to be passed by the editor when running the project. Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments: [codeblocks] [gdscript] |