godot3-server6
Multi-platform 2d and 3d game engine with a feature-rich editor
Usage
godot3-server [options]
[path
to
scene
or
'project.godot'
file]
Overview
Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine.
It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.
General options:
-
-h, --help -
Display this help message.
-
--version -
Display the version string.
-
-v, --verbose -
Use verbose stdout mode.
-
--quiet -
Quiet mode, silences stdout messages. Errors are still displayed.
Run options:
-
-e, --editor -
Start the editor instead of running the scene.
-
-p, --project-manager -
Start the project manager, even if a project is auto-detected.
-
-q, --quit -
Quit after the first iteration.
-
-l, --language <locale> -
Use a specific locale (<locale> being a two-letter code).
-
--path <directory> -
Path to a project (<directory> must contain a 'project.godot' file).
-
-u, --upwards -
Scan folders upwards for project.godot file.
-
--main-pack <file> -
Path to a pack (.pck) file to load.
-
--render-thread <mode> -
Render thread mode ('unsafe', 'safe', 'separate').
-
--remote-fs <address> -
Remote filesystem (<host/IP>[:<port>] address).
-
--remote-fs-password <password> -
Password for remote filesystem.
-
--audio-driver <driver> -
Audio driver ('PulseAudio', 'ALSA', 'Dummy').
-
--video-driver <driver> -
Video driver ('GLES3', 'GLES2').
Display options:
-
-f, --fullscreen -
Request fullscreen mode.
-
-m, --maximized -
Request a maximized window.
-
-w, --windowed -
Request windowed mode.
-
-t, --always-on-top -
Request an always-on-top window.
-
--resolution <W>x<H> -
Request window resolution.
-
--position <X>,<Y> -
Request window position.
-
--low-dpi -
Force low-DPI mode (macOS and Windows only).
-
--no-window -
Disable window creation (Windows only). Useful together with
--script.
-
--enable-vsync-via-compositor -
When vsync is enabled, vsync via the OS' window compositor (Windows only).
-
--disable-vsync-via-compositor -
Disable vsync via the OS' window compositor (Windows only).
Debug options:
-
-d, --debug -
Debug (local stdout debugger).
-
-b, --breakpoints -
Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead).
-
--profiling -
Enable profiling in the script debugger.
-
--remote-debug <address> -
Remote debug (<host/IP>:<port> address).
-
--debug-collisions -
Show collisions shapes when running the scene.
-
--frame-delay <ms> -
Simulate high CPU load (delay each frame by <ms> milliseconds).
-
--time-scale <scale> -
Force time scale (higher values are faster, 1.0 is normal speed).
-
--disable-render-loop -
Disable render loop so rendering only occurs when called explicitly from script.
-
--disable-crash-handler -
Disable crash handler when supported by the platform code.
-
--fixed-fps <fps> -
Force a fixed number of frames per second. This setting disables real-time synchronization.
-
--print-fps -
Print the frames per second to the stdout.
Standalone tools:
-
-s, --script <script> -
Run a script.
-
--check-only -
Only parse for errors and quit (use with --script).
--export<preset> <path>-
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.
--export-debug<preset> <path>-
Same as --export, but using the debug template.
--export-pack<preset> <path>-
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> -
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
-
--no-docbase -
Disallow dumping the base types (used with
--doctool).
-
--build-solutions -
Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.
-
--gdnative-generate-json-api -
Generate JSON dump of the Godot API for GDNative bindings.
-
--test <test> -
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').
Files
XDG_DATA_CONFIG/godot/ or ~/.config/godot/
User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
XDG_DATA_HOME/godot/ or ~/.local/share/godot/
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/
Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
/usr/share/doc/godot3-server/
Additional documentation files and detailed licensing information.