man godot
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man godot
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GODOT(6) Games GODOT(6)
NAME
godot - multi-platform 2D and 3D game engine with a feature-rich editor
SYNOPSIS
godot [options] [path to scene or 'project.godot' file]
DESCRIPTION
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.
--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 synchro‐
nization.
--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 file‐
name 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> ex‐
tension 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', 'or‐
dered_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 loca‐
tion for downloads.
/usr/share/doc/godot/
Additional documentation files.
/usr/share/licenses/godot/
Detailed licensing information.
SEE ALSO
See the project website at https://godotengine.org and the source code repository at
https://github.com/godotengine/godot for more details.
BUGS
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.
AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine de‐
velopment team.
godot 3.2 January 2020 GODOT(6)