9b05f29894
This has been superseded by GDExtension so this code is no longer useful nor usable. There's still some GDNative-related stuff in platform export code which needs to be adapted for GDExtension (e.g. to include GDExtension libraries in exports).
186 lines
5.8 KiB
Groff
186 lines
5.8 KiB
Groff
.TH GODOT "6" "January 2020" "godot 4.0" "Games"
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.SH NAME
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godot \- multi\-platform 2D and 3D game engine with a feature\-rich editor
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.SH SYNOPSIS
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.B godot
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[\fI\,options\/\fR] [path to scene or 'project.godot' file]
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.SH DESCRIPTION
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Godot Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
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engine.
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.br
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It provides a huge set of common tools, so you can just focus on making
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your game without reinventing the wheel.
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.SS "General options:"
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.TP
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\fB\-h\fR, \fB\-\-help\fR
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Display this help message.
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.TP
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\fB\-\-version\fR
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Display the version string.
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.TP
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\fB\-v\fR, \fB\-\-verbose\fR
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Use verbose stdout mode.
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.TP
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\fB\-\-quiet\fR
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Quiet mode, silences stdout messages. Errors are still displayed.
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.SS "Run options:"
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.TP
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\fB\-e\fR, \fB\-\-editor\fR
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Start the editor instead of running the scene.
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.TP
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\fB\-p\fR, \fB\-\-project\-manager\fR
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Start the project manager, even if a project is auto\-detected.
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.TP
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\fB\-q\fR, \fB\-\-quit\fR
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Quit after the first iteration.
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.TP
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\fB\-l\fR, \fB\-\-language\fR <locale>
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Use a specific locale (<locale> being a two\-letter code).
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.TP
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\fB\-\-path\fR <directory>
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Path to a project (<directory> must contain a 'project.godot' file).
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.TP
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\fB\-u\fR, \fB\-\-upwards\fR
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Scan folders upwards for project.godot file.
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.TP
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\fB\-\-main\-pack\fR <file>
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Path to a pack (.pck) file to load.
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.TP
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\fB\-\-render\-thread\fR <mode>
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Render thread mode ('unsafe', 'safe', 'separate').
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.TP
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\fB\-\-remote\-fs\fR <address>
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Remote filesystem (<host/IP>[:<port>] address).
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.TP
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\fB\-\-remote\-fs\-password\fR <password>
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Password for remote filesystem.
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.TP
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\fB\-\-audio\-driver\fR <driver>
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Audio driver ('PulseAudio', 'ALSA', 'Dummy').
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.TP
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\fB\-\-video\-driver\fR <driver>
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Video driver ('Vulkan', 'GLES2').
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.SS "Display options:"
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.TP
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\fB\-f\fR, \fB\-\-fullscreen\fR
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Request fullscreen mode.
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.TP
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\fB\-m\fR, \fB\-\-maximized\fR
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Request a maximized window.
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.TP
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\fB\-w\fR, \fB\-\-windowed\fR
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Request windowed mode.
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.TP
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\fB\-t\fR, \fB\-\-always\-on\-top\fR
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Request an always\-on\-top window.
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.TP
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\fB\-\-resolution\fR <W>x<H>
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Request window resolution.
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.TP
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\fB\-\-position\fR <X>,<Y>
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Request window position.
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.TP
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\fB\-\-low\-dpi\fR
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Force low\-DPI mode (macOS and Windows only).
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.TP
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\fB\-\-no\-window\fR
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Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
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.SS "Debug options:"
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.TP
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\fB\-d\fR, \fB\-\-debug\fR
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Debug (local stdout debugger).
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.TP
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\fB\-b\fR, \fB\-\-breakpoints\fR
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Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
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.TP
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\fB\-\-profiling\fR
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Enable profiling in the script debugger.
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.TP
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\fB\-\-remote\-debug\fR <address>
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Remote debug (<host/IP>:<port> address).
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.TP
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\fB\-\-debug\-collisions\fR
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Show collisions shapes when running the scene.
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.TP
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\fB\-\-debug\-navigation\fR
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Show navigation polygons when running the scene.
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.TP
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\fB\-\-frame\-delay\fR <ms>
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Simulate high CPU load (delay each frame by <ms> milliseconds).
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.TP
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\fB\-\-time\-scale\fR <scale>
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Force time scale (higher values are faster, 1.0 is normal speed).
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.TP
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\fB\-\-disable\-render\-loop\fR
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Disable render loop so rendering only occurs when called explicitly from script.
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.TP
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\fB\-\-disable\-crash\-handler\fR
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Disable crash handler when supported by the platform code.
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.TP
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\fB\-\-fixed\-fps\fR <fps>
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Force a fixed number of frames per second. This setting disables real\-time synchronization.
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.TP
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\fB\-\-print\-fps\fR
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Print the frames per second to the stdout.
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.SS "Standalone tools:"
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.TP
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\fB\-s\fR, \fB\-\-script\fR <script>
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Run a script.
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.TP
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\fB\-\-check\-only\fR
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Only parse for errors and quit (use with --script).
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.TP
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\fB\-\-export\fR <preset> <path>
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Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
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.br
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<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.
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.TP
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\fB\-\-export\-debug\fR <preset> <path>
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Same as \-\-export, but using the debug template.
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.TP
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\fB\-\-export\-pack\fR <preset> <path>
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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.
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.TP
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\fB\-\-doctool\fR <path>
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Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
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.TP
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\fB\-\-no\-docbase\fR
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Disallow dumping the base types (used with \fB\-\-doctool\fR).
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.TP
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\fB\-\-build\-solutions\fR
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Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit.
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.TP
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\fB\-\-test\fR <test>
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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').
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.SH FILES
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XDG_DATA_CONFIG/godot/ or ~/.config/godot/
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.RS
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User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
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.RE
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XDG_DATA_HOME/godot/ or ~/.local/share/godot/
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.RS
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Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path), as well as export templates.
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.RE
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XDG_DATA_CACHE/godot/ or ~/.cache/godot/
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.RS
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Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
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.RE
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/usr/share/doc/godot/
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.RS
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Additional documentation files.
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.RE
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/usr/share/licenses/godot/
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.RS
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Detailed licensing information.
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.RE
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.SH "SEE ALSO"
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See the project website at \fIhttps://godotengine.org\fR and the source
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code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
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.SH BUGS
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Godot Engine is a free and open source project and welcomes any kind of
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contributions. In particular, you can report issues or make suggestions on
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Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR.
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.SH AUTHOR
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Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the
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Godot Engine development team.
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