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godot -h

執行下面指令

man godot

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Godot Engine v3.4.2.stable.arch_linux - https://godotengine.org
Free and open source software under the terms of the MIT license.
(c) 2007-2021 Juan Linietsky, Ariel Manzur.
(c) 2014-2021 Godot Engine contributors.

Usage: godot [options] [path to scene or 'project.godot' file]

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                      Run with invisible window. 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).
  --enable-delta-smoothing         When vsync is enabled, enabled frame delta smoothing.
  --disable-delta-smoothing        Disable frame delta smoothing.
  --tablet-driver                  Tablet input driver () (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 collision shapes when running the scene.
  --debug-navigation               Show navigation polygons 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> (defaults to current dir) 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', 'basis', 'transform', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar', 'xml_parser').