This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
See the stable version
of this documentation page instead.
Available in editor builds, debug export templates and release export templates.
Available in editor builds and debug export templates only.
Only available in editor builds.
Note that unknown command line arguments have no effect whatsoever. The engine
will not warn you when using a command line argument that doesn't exist with a
given build type.
常规选项
命令
描述
-h, --help
Display the list of command line options.
--version
Display the version string.
-v, --verbose
Use verbose stdout mode.
-q, --quiet
Quiet mode, silences stdout messages. Errors are still displayed.
运行选项
命令
描述
--, ++
Separator for user-provided arguments. Following arguments are not used by the engine, but can be read from OS.get_cmdline_user_args().
-e, --editor
Start the editor instead of running the scene.
-p, --project-manager
Start the Project Manager, even if a project is auto-detected.
--debug-server<uri>
Start the editor debug server (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007)
--quit
Quit after the first iteration.
--quit-after
Quit after the given number of iterations. Set to 0 to disable.
-l, --language<locale>
Use a specific locale. <locale> follows the format language_Script_COUNTRY_VARIANT where language is a 2 or 3-letter language code in
lowercase and the rest is optional. See Locale codes for more details.
--path<目录>
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<模式>
Render thread mode ('unsafe', 'safe', 'separate'). See Thread Model
for more details.
--remote-fs<地址>
Remote filesystem (<host/IP>[:<port>] address).
--remote-fs-password<password>
Password for remote filesystem.
--audio-driver<驱动>
Audio driver. Use --help first to display the list of available drivers.
--display-driver<driver>
Display driver (and rendering driver). Use --help first to display the list of available drivers.
--rendering-method<renderer>
Renderer name. Requires driver support.
--rendering-driver<driver>
Rendering driver (depends on display driver). Use --help first to display the list of available drivers.
--gpu-index<device_index>
Use a specific GPU (run with --verbose to get available device list).
--text-driver<driver>
Text driver (Fonts, BiDi, shaping).
--tablet-driver<driver>
Pen tablet input driver.
--headless
Enable headless mode (--display-driverheadless--audio-driverDummy). Useful for servers and with --script.
--write-movie<file>
Run the engine in a way that a movie is written (usually with .avi or .png extension).
--fixed-fps is forced when enabled, but can be used to change movie FPS.
--disable-vsync can speed up movie writing but makes interaction more difficult.
--quit-after can be used to specify the number of frames to write.
显示选项
命令
描述
-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.
--screen<N>
Request window screen.
--single-window
Use a single window (no separate subwindows).
--xr-mode<mode>
Select XR mode ('default', 'off', 'on').
调试选项
命令
描述
-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.
--gpu-profile
Show a GPU profile of the tasks that took the most time during frame rendering.
Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.
--remote-debug<uri>
Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).
--single-threaded-scene
Scene tree runs in single-threaded mode. Sub-thread groups are disabled and run on the main thread.
--debug-collisions
Show collision shapes when running the scene.
--debug-paths
Show path lines when running the scene.
--debug-navigation
Show navigation polygons when running the scene.
--debug-avoidance
Show navigation avoidance debug visuals when running the scene.
--debug-stringnames
Print all StringName allocations to stdout when the engine quits.
--frame-delay<ms>
Simulate high CPU load (delay each frame by <ms> milliseconds).
--time-scale<缩放>
Force time scale (higher values are faster, 1.0 is normal speed).
--disable-vsync
Forces disabling of vertical synchronization, even if enabled in the project settings.
Does not override driver-level V-Sync enforcement.
--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<帧率>
Force a fixed number of frames per second. This setting disables real-time synchronization.
--delta-smoothing<enable>
Enable or disable frame delta smoothing ('enable', 'disable').
--print-fps
Print the frames per second to the stdout.
单独的工具
命令
描述
-s, --script<script>
Run a script.
--check-only
Only parse for errors and quit (use with --script).
--export-release<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>
Like --export-release, but use debug template.
--export-pack<预设><路径>
Like --export-release, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK
or ZIP format.
Show what elements will be renamed when converting project from Godot 3.x to Godot 4.x.
--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).
--gdscript-docs<path>
Rather than dumping the engine API, generate API reference from the inline documentation in the GDScript files found in <path>
(used with --doctool).
--build-solutions
Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.
--dump-gdextension-interface
Generate GDExtension header file 'gdnative_interface.h' in the current folder. This file is the base file required to implement a GDExtension.
--dump-extension-api
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
--validate-extension-api<path>
Validate an extension API file dumped (with the option above) from a previous version of the engine to ensure API compatibility.
If incompatibilities or errors are detected, the return code will be non-zero.
--benchmark
Benchmark the run time and print it to console.
--benchmark-file<path>
Benchmark the run time and save it to a given file in JSON format. The path should be absolute.
It is recommended to place your Godot editor binary in your PATH environment
variable, so it can be executed easily from any place by typing godot.
You can do so on Linux by placing the Godot binary in /usr/local/bin and
making sure it is called godot (case-sensitive).
To achieve this on Windows or macOS easily, you can install Godot using
Scoop (on Windows) or Homebrew
(on macOS). This will automatically make the copy of Godot installed
available in the PATH:
# Standard editor:
scoopinstallgodot
# Editor with C# support (will be available as `godot-mono` in `PATH`):
scoopinstallgodot-mono
# Standard editor:
brewinstallgodot
# Editor with C# support (will be available as `godot-mono` in `PATH`):
brewinstallgodot-mono
Running the editor is done by executing Godot with the -e flag. This
must be done from within the project directory or a subdirectory,
otherwise the command is ignored and the Project Manager appears.
Godot is friends with your filesystem and will not create extra metadata files.
Use rm to erase a scene file. Make sure nothing references that scene.
Otherwise, an error will be thrown upon opening the project.
Catching errors in the command line can be a difficult task because they
scroll quickly. For this, a command line debugger is provided by adding
-d. It works for running either the game or a single scene.
Exporting the project from the command line is also supported. This is
especially useful for continuous integration setups.
备注
Using the --headless command line argument is required on platforms
that do not have GPU access (such as continuous integration). On platforms
with GPU access, --headless prevents a window from spawning while the
project is exporting.
# `godot` must be a Godot editor binary, not an export template.# Also, export templates must be installed for the editor# (or a valid custom export template must be defined in the export preset).
godot--headless--export-release"Linux/X11"/var/builds/project
godot--headless--export-releaseAndroid/var/builds/project.apk
To export a debug version of the game, use the --export-debug switch instead
of --export-release. Their parameters and usage are the same.
To export only a PCK file, use the --export-pack option followed by the
preset name and output path, with the file extension, instead of
--export-release or --export-debug. The output path extension determines
the package's format, either PCK or ZIP.
警告
When specifying a relative path as the path for --export-release, --export-debug
or --export-pack, the path will be relative to the directory containing
the project.godot file, not relative to the current working directory.
It is possible to run a .gd script from the command line.
This feature is especially useful in large projects, e.g. for batch
conversion of assets or custom import/export.
该脚本必须继承自 SceneTree 或 MainLoop。
Here is an example sayhello.gd, showing how it works: