.TH GODOT "6" "Februaryot 2018" "godot 3.1" "Games" .SH NAME godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor .SH SYNOPSIS .B godot [\fI\,options\/\fR] [path to scene or 'project.godot' file] .SH DESCRIPTION Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game 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 \fB\-q\fR, \fB\-\-quit\fR Quit after the first iteration. .TP \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 \fB\-u\fR, \fB\-\-upwards\fR Scan folders upwards for project.godot file. .TP \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> Audio driver ('PulseAudio', 'ALSA'). .TP \fB\-\-video\-driver\fR <driver> Video driver ('GLES3', 'GLES2'). .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 \fB\-t\fR, \fB\-\-always\-on\-top\fR Request an always\-on\-top window. .TP \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 \fB\-\-frame\-delay\fR <ms> Simulate high CPU load (delay each frame by <ms> milliseconds). .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. .TP \fB\-\-print\-fps\fR Print the frames per second to the stdout. .SS "Standalone tools:" .TP \fB\-s\fR, \fB\-\-script\fR <script> Run a script. .TP \fB\-\-check\-only\fR Only parse for errors and quit (use with --script). .TP \fB\-\-export\fR <target> Export the project using the given export target. Export only main pack if path ends with .pck or .zip. .TP \fB\-\-export\-debug\fR Like \-\-export, but use debug template. .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 \fB\-\-build\-solutions\fR Build the scripting solutions (e.g. for C# projects). .TP \fB\-\-gdnative\-generate\-json\-api\fR Generate JSON dump of the Godot API for GDNative bindings. .TP \fB\-\-test\fR <test> Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'io', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'image', 'ordered_hash_map'). .SH FILES XDG_DATA_CONFIG/godot/ or ~/.config/godot/ .RS User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata. .RE XDG_DATA_HOME/godot/ or ~/.local/share/godot/ .RS Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates. .RE XDG_DATA_CACHE/godot/ or ~/.cache/godot/ .RS Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads. .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 \fIhttps://godotengine.org\fR and the source code repository at \fIhttps://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 \fIhttps://github.com/godotengine/godot/issues\fR. .SH AUTHOR Man page written by RĂ©mi Verschelde <akien@godotengine.org> on behalf of the Godot Engine development team.