godot - multi-platform 2D and 3D game engine with a feature-rich
editor
godot3-server [options] [path to scene or
'project.godot' file]
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.
- -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').
- -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').
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.
See the project website at https://godotengine.org and the
source code repository at https://github.com/godotengine/godot for
more details.
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
https://github.com/godotengine/godot/issues.
Man page written by Rémi Verschelde
<remi@godotengine.org> on behalf of the Godot Engine development
team.