godot.6 6.4 KB

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  1. .TH GODOT "6" "January 2020" "godot 4.0" "Games"
  2. .SH NAME
  3. godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor
  4. .SH SYNOPSIS
  5. .B godot
  6. [\fI\,options\/\fR] [path to scene or 'project.godot' file]
  7. .SH DESCRIPTION
  8. Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
  9. engine.
  10. .br
  11. It provides a huge set of common tools, so you can just focus on making
  12. your game without reinventing the wheel.
  13. .SS "General options:"
  14. .TP
  15. \fB\-h\fR, \fB\-\-help\fR
  16. Display this help message.
  17. .TP
  18. \fB\-\-version\fR
  19. Display the version string.
  20. .TP
  21. \fB\-v\fR, \fB\-\-verbose\fR
  22. Use verbose stdout mode.
  23. .TP
  24. \fB\-\-quiet\fR
  25. Quiet mode, silences stdout messages. Errors are still displayed.
  26. .SS "Run options:"
  27. .TP
  28. \fB\-e\fR, \fB\-\-editor\fR
  29. Start the editor instead of running the scene.
  30. .TP
  31. \fB\-p\fR, \fB\-\-project\-manager\fR
  32. Start the project manager, even if a project is auto\-detected.
  33. .TP
  34. \fB\-q\fR, \fB\-\-quit\fR
  35. Quit after the first iteration.
  36. .TP
  37. \fB\-l\fR, \fB\-\-language\fR <locale>
  38. Use a specific locale (<locale> being a two\-letter code).
  39. .TP
  40. \fB\-\-path\fR <directory>
  41. Path to a project (<directory> must contain a 'project.godot' file).
  42. .TP
  43. \fB\-u\fR, \fB\-\-upwards\fR
  44. Scan folders upwards for project.godot file.
  45. .TP
  46. \fB\-\-main\-pack\fR <file>
  47. Path to a pack (.pck) file to load.
  48. .TP
  49. \fB\-\-render\-thread\fR <mode>
  50. Render thread mode ('unsafe', 'safe', 'separate').
  51. .TP
  52. \fB\-\-remote\-fs\fR <address>
  53. Remote filesystem (<host/IP>[:<port>] address).
  54. .TP
  55. \fB\-\-remote\-fs\-password\fR <password>
  56. Password for remote filesystem.
  57. .TP
  58. \fB\-\-audio\-driver\fR <driver>
  59. Audio driver ('PulseAudio', 'ALSA', 'Dummy').
  60. .TP
  61. \fB\-\-video\-driver\fR <driver>
  62. Video driver ('Vulkan', 'GLES2').
  63. .SS "Display options:"
  64. .TP
  65. \fB\-f\fR, \fB\-\-fullscreen\fR
  66. Request fullscreen mode.
  67. .TP
  68. \fB\-m\fR, \fB\-\-maximized\fR
  69. Request a maximized window.
  70. .TP
  71. \fB\-w\fR, \fB\-\-windowed\fR
  72. Request windowed mode.
  73. .TP
  74. \fB\-t\fR, \fB\-\-always\-on\-top\fR
  75. Request an always\-on\-top window.
  76. .TP
  77. \fB\-\-resolution\fR <W>x<H>
  78. Request window resolution.
  79. .TP
  80. \fB\-\-position\fR <X>,<Y>
  81. Request window position.
  82. .TP
  83. \fB\-\-low\-dpi\fR
  84. Force low\-DPI mode (macOS and Windows only).
  85. .TP
  86. \fB\-\-no\-window\fR
  87. Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
  88. .SS "Debug options:"
  89. .TP
  90. \fB\-d\fR, \fB\-\-debug\fR
  91. Debug (local stdout debugger).
  92. .TP
  93. \fB\-b\fR, \fB\-\-breakpoints\fR
  94. Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
  95. .TP
  96. \fB\-\-profiling\fR
  97. Enable profiling in the script debugger.
  98. .TP
  99. \fB\-\-remote\-debug\fR <address>
  100. Remote debug (<host/IP>:<port> address).
  101. .TP
  102. \fB\-\-debug\-collisions\fR
  103. Show collisions shapes when running the scene.
  104. .TP
  105. \fB\-\-debug\-navigation\fR
  106. Show navigation polygons when running the scene.
  107. .TP
  108. \fB\-\-frame\-delay\fR <ms>
  109. Simulate high CPU load (delay each frame by <ms> milliseconds).
  110. .TP
  111. \fB\-\-time\-scale\fR <scale>
  112. Force time scale (higher values are faster, 1.0 is normal speed).
  113. .TP
  114. \fB\-\-disable\-render\-loop\fR
  115. Disable render loop so rendering only occurs when called explicitly from script.
  116. .TP
  117. \fB\-\-disable\-crash\-handler\fR
  118. Disable crash handler when supported by the platform code.
  119. .TP
  120. \fB\-\-fixed\-fps\fR <fps>
  121. Force a fixed number of frames per second. This setting disables real\-time synchronization.
  122. .TP
  123. \fB\-\-print\-fps\fR
  124. Print the frames per second to the stdout.
  125. .SS "Standalone tools:"
  126. .TP
  127. \fB\-s\fR, \fB\-\-script\fR <script>
  128. Run a script.
  129. .TP
  130. \fB\-\-check\-only\fR
  131. Only parse for errors and quit (use with --script).
  132. .TP
  133. \fB\-\-export\-release\fR <preset> <path>
  134. Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
  135. .br
  136. <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
  137. .br
  138. The target directory must exist.
  139. .TP
  140. \fB\-\-export\-debug\fR <preset> <path>
  141. Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
  142. .br
  143. <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
  144. .br
  145. The target directory must exist.
  146. .TP
  147. \fB\-\-export\-pack\fR <preset> <path>
  148. Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.
  149. .TP
  150. \fB\-\-doctool\fR <path>
  151. Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
  152. .TP
  153. \fB\-\-no\-docbase\fR
  154. Disallow dumping the base types (used with \fB\-\-doctool\fR).
  155. .TP
  156. \fB\-\-build\-solutions\fR
  157. Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit.
  158. .TP
  159. \fB\-\-dump\-gdextension\-interface\fR
  160. Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
  161. .TP
  162. \fB\-\-dump\-extension\-api\fR
  163. Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
  164. .TP
  165. \fB\-\-test\fR <test>
  166. 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').
  167. .SH FILES
  168. XDG_DATA_CONFIG/godot/ or ~/.config/godot/
  169. .RS
  170. User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
  171. .RE
  172. XDG_DATA_HOME/godot/ or ~/.local/share/godot/
  173. .RS
  174. Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates.
  175. .RE
  176. XDG_DATA_CACHE/godot/ or ~/.cache/godot/
  177. .RS
  178. Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
  179. .RE
  180. /usr/share/doc/godot/
  181. .RS
  182. Additional documentation files.
  183. .RE
  184. /usr/share/licenses/godot/
  185. .RS
  186. Detailed licensing information.
  187. .RE
  188. .SH "SEE ALSO"
  189. See the project website at \fIhttps://godotengine.org\fR and the source
  190. code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
  191. .SH BUGS
  192. Godot Engine is a free and open source project and welcomes any kind of
  193. contributions. In particular, you can report issues or make suggestions on
  194. Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR.
  195. .SH AUTHOR
  196. Man page written by Rémi Verschelde <[email protected]> on behalf of the
  197. Godot Engine development team.