godot3 - Man Page

multi-platform 2D and 3D game engine with a feature-rich editor


godot3 [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.

General options

-h,  --help

Display this help message.


Display the version string.

-v,  --verbose

Use verbose stdout mode.


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.


Force low-DPI mode (macOS and Windows only).


Disable window creation (Windows only). Useful together with --script.


When vsync is enabled, vsync via the OS' window compositor (Windows only).


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).


Enable profiling in the script debugger.

--remote-debug <address>

Remote debug (<host/IP>:<port> address).


Show collisions shapes when running the scene.


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 so rendering only occurs when called explicitly from script.


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 the frames per second to the stdout.

Standalone tools

-s,  --script <script>

Run a script.


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.


Disallow dumping the base types (used with --doctool).


Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.


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.


Additional documentation files.


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.


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.


January 2020 godot 3.2 Games