Command line tutorial

Some developers like using the command line extensively. Godot isdesigned to be friendly to them, so here are the steps for workingentirely from the command line. Given the engine relies on almost noexternal libraries, initialization times are pretty fast, making itsuitable for this workflow.

Note

On Windows and Linux, you can run a Godot binary in a terminal by specifyingits relative or absolute path.

On macOS, the process is different due to Godot being contained within an.app bundle (which is afolder, not a file). To run a Godot binaryfrom a terminal on macOS, you have tocd to the folder where the Godotapplication bundle is located, then runGodot.app/Contents/MacOS/Godotfollowed by any command line arguments. If you've renamed the applicationbundle fromGodot to another name, make sure to edit this command lineaccordingly.

Command line reference

Legend

  • release Available in editor builds, debug export templates and release export templates.

  • debug Available in editor builds and debug export templates only.

  • editor Only available in editor builds.

Note that unknown command line arguments have no effect whatsoever. The enginewillnot warn you when using a command line argument that doesn't exist with agiven build type.

General options

Command

Description

-h,--help

release Display the list of command line options.

--version

release Display the version string.

-v,--verbose

release Use verbose stdout mode.

-q,--quiet

release Quiet mode, silences stdout messages. Errors are still displayed.

Run options

Command

Description

--,++

release Separator for user-provided arguments. Following arguments are not used by the engine, but can be read fromOS.get_cmdline_user_args().

-e,--editor

editor Start the editor instead of running the scene.

-p,--project-manager

editor Start the Project Manager, even if a project is auto-detected.

--debug-server<uri>

editor Start the editor debug server (<protocol>://<host/IP>[:<port>], e.g.tcp://127.0.0.1:6007)

--quit

release Quit after the first iteration.

--quit-after

release Quit after the given number of iterations. Set to 0 to disable.

-l,--language<locale>

release Use a specific locale.<locale> follows the formatlanguage_Script_COUNTRY_VARIANT where language is a 2 or 3-letter language code inlowercase and the rest is optional. SeeLocale codes for more details.

--path<directory>

release Path to a project (<directory> must contain a 'project.godot' file).

-u,--upwards

release Scan folders upwards for 'project.godot' file.

--main-pack<file>

release Path to a pack (.pck) file to load.

--render-thread<mode>

release Render thread mode ('unsafe', 'safe', 'separate'). SeeThread Modelfor more details.

--remote-fs<address>

release Remote filesystem (<host/IP>[:<port>] address).

--remote-fs-password<password>

release Password for remote filesystem.

--audio-driver<driver>

release Audio driver. Use--help first to display the list of available drivers.

--display-driver<driver>

release Display driver (and rendering driver). Use--help first to display the list of available drivers.

--rendering-method<renderer>

release Renderer name. Requires driver support.

--rendering-driver<driver>

release Rendering driver (depends on display driver). Use--help first to display the list of available drivers.

--gpu-index<device_index>

release Use a specific GPU (run with--verbose to get available device list).

--text-driver<driver>

release Text driver (Fonts, BiDi, shaping).

--tablet-driver<driver>

release Pen tablet input driver.

--headless

release Enable headless mode (--display-driverheadless--audio-driverDummy). Useful for servers and with--script.

--write-movie<file>

release 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.

Display options

Command

Description

-f,--fullscreen

release Request fullscreen mode.

-m,--maximized

release Request a maximized window.

-w,--windowed

release Request windowed mode.

-t,--always-on-top

release Request an always-on-top window.

--resolution<W>x<H>

release Request window resolution.

--position<X>,<Y>

release Request window position.

--screen<N>

release Request window screen.

--single-window

release Use a single window (no separate subwindows).

--xr-mode<mode>

release Select XR mode ('default', 'off', 'on').

Debug options

Command

Description

-d,--debug

release Debug (local stdout debugger).

-b,--breakpoints

release Breakpoint list as source::line comma-separated pairs, no spaces (use%20 instead).

--profiling

release Enable profiling in the script debugger.

--gpu-profile

release Show a GPU profile of the tasks that took the most time during frame rendering.

--gpu-validation

release Enable graphics APIvalidation layers for debugging.

--gpu-abort

debug Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.

--remote-debug<uri>

release Remote debug (<protocol>://<host/IP>[:<port>], e.g.tcp://127.0.0.1:6007).

--single-threaded-scene

release Scene tree runs in single-threaded mode. Sub-thread groups are disabled and run on the main thread.

--debug-collisions

debug Show collision shapes when running the scene.

--debug-paths

debug Show path lines when running the scene.

--debug-navigation

debug Show navigation polygons when running the scene.

--debug-avoidance

debug Show navigation avoidance debug visuals when running the scene.

--debug-stringnames

debug Print all StringName allocations to stdout when the engine quits.

--frame-delay<ms>

release Simulate high CPU load (delay each frame by <ms> milliseconds).

--time-scale<scale>

release Force time scale (higher values are faster, 1.0 is normal speed).

--disable-vsync

release Forces disabling of vertical synchronization, even if enabled in the project settings.Does not override driver-level V-Sync enforcement.

--disable-render-loop

release Disable render loop so rendering only occurs when called explicitly from script.

--disable-crash-handler

release Disable crash handler when supported by the platform code.

--fixed-fps<fps>

release Force a fixed number of frames per second. This setting disables real-time synchronization.

--delta-smoothing<enable>

release Enable or disable frame delta smoothing ('enable', 'disable').

--print-fps

release Print the frames per second to the stdout.

Standalone tools

Command

Description

-s,--script<script>

release Run a script.<script> must be a resource path relative to the project (myscript.gd will be interpreted asres://myscript.gd)or an absolute filesystem path (for example on WindowsC:/tmp/myscript.gd)

--check-only

release Only parse for errors and quit (use with--script).

--import

editor Starts the editor, waits for any resources to be imported, and then quits. Implies--editor and--quit.

--export-release<preset><path>

editor 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 targetdirectory should exist. Implies--import.

--export-debug<preset><path>

editor Like--export-release, but use debug template. Implies--import.

--export-pack<preset><path>

editor Like--export-release, but only export the game pack for the given preset. The<path> extension determines whether it will be in PCKor ZIP format. Implies--import.

--convert-3to4[<max_file_kb>][<max_line_size>]

editor Convert project from Godot 3.x to Godot 4.x.

--validate-conversion-3to4[<max_file_kb>][<max_line_size>]

editor Show what elements will be renamed when converting project from Godot 3.x to Godot 4.x.

--doctool[<path>]

editor Dump the engine API reference to the given<path> in XML format, merging if existing files are found.

--no-docbase

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

--gdscript-docs<path>

editor 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

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

--dump-gdextension-interface

editor 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

editor Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.

--validate-extension-api<path>

editor 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

editor Benchmark the run time and print it to console.

--benchmark-file<path>

editor Benchmark the run time and save it to a given file in JSON format. The path should be absolute.

Path

It is recommended to place your Godot editor binary in yourPATH environmentvariable, so it can be executed easily from any place by typinggodot.You can do so on Linux by placing the Godot binary in/usr/local/bin andmaking sure it is calledgodot (case-sensitive).

To achieve this on Windows or macOS easily, you can install Godot usingScoop (on Windows) orHomebrew(on macOS). This will automatically make the copy of Godot installedavailable in thePATH:

# Add "Extras" bucketscoopbucketaddextras# Standard editor:scoopinstallgodot# Editor with C# support (will be available as `godot-mono` in `PATH`):scoopinstallgodot-mono

Setting the project path

Depending on where your Godot binary is located and what your currentworking directory is, you may need to set the path to your projectfor any of the following commands to work correctly.

When running the editor, this can be done by giving the path to theproject.godot fileof your project as either the first argument, like this:

godotpath_to_your_project/project.godot[other][commands][and][args]

For all commands, this can be done by using the--path argument:

godot--pathpath_to_your_project[other][commands][and][args]

For example, the full command for exporting your game (as explained below) might look like this:

godot--headless--pathpath_to_your_project--export-releasemy_export_preset_namegame.exe

When starting from a subdirectory of your project, use the--upwards argument for Godot toautomatically find theproject.godot file by recursively searching the parent directories.

For example, running a scene (as explained below) nested in a subdirectory might look like thiswhen your working directory is in the same path:

godot--upwardsnested_scene.tscn

Creating a project

Creating a project from the command line can be done by navigating theshell to the desired place and making aproject.godot file.

mkdirnewgamecdnewgametouchproject.godot

The project can now be opened with Godot.

Running the editor

Running the editor is done by executing Godot with the-e flag. Thismust be done from within the project directory or by setting the project path as explained above,otherwise the command is ignored and the Project Manager appears.

godot-e

When passing in the full path to theproject.godot file, the-e flag may be omitted.

If a scene has been created and saved, it can be edited later by runningthe same code with that scene as argument.

godot-escene.tscn

Erasing a scene

Godot is friends with your filesystem and will not create extra metadata files.Userm to erase a scene file. Make sure nothing references that scene.Otherwise, an error will be thrown upon opening the project.

rmscene.tscn

Running the game

To run the game, execute Godot within the project directory or with the project path as explained above.

godot

Note that passing in theproject.godot file will always run the editor instead of running the game.

When a specific scene needs to be tested, pass that scene to the command line.

godotscene.tscn

Debugging

Catching errors in the command line can be a difficult task because theyscroll quickly. For this, a command line debugger is provided by adding-d. It works for running either the game or a single scene.

godot-d
godot-dscene.tscn

Exporting

Exporting the project from the command line is also supported. This isespecially useful for continuous integration setups.

Note

Using the--headless command line argument isrequired on platformsthat do not have GPU access (such as continuous integration). On platformswith GPU access,--headless prevents a window from spawning while theproject 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/projectgodot--headless--export-releaseAndroid/var/builds/project.apk

The preset name must match the name of an export preset defined in theproject'sexport_presets.cfg file. If the preset name contains spaces orspecial characters (such as "Windows Desktop"), it must be surrounded with quotes.

To export a debug version of the game, use the--export-debug switch insteadof--export-release. Their parameters and usage are the same.

To export only a PCK file, use the--export-pack option followed by thepreset name and output path, with the file extension, instead of--export-release or--export-debug. The output path extension determinesthe package's format, either PCK or ZIP.

Warning

When specifying a relative path as the path for--export-release,--export-debugor--export-pack, the path will be relative to the directory containingtheproject.godot file,not relative to the current working directory.

Running a script

It is possible to run a.gd script from the command line.This feature is especially useful in large projects, e.g. for batchconversion of assets or custom import/export.

The script must inherit fromSceneTree orMainLoop.

Here is an examplesayhello.gd, showing how it works:

#!/usr/bin/env -S godot -sextendsSceneTreefunc_init():print("Hello!")quit()

And how to run it:

# Prints "Hello!" to standard output.godot-ssayhello.gd

If noproject.godot exists at the path, current path is assumed to be thecurrent working directory (unless--path is specified).

The script path will be interpreted as a resource path relative tothe project, hereres://sayhello.gd. You can also use an absolutefilesystem path instead, which is useful if the script is locatedoutside of the project directory.

The first line ofsayhello.gd above is commonly referred to asashebang. If the Godot binary is in yourPATH asgodot,it allows you to run the script as follows in modern Linuxdistributions, as well as macOS:

# Mark script as executable.chmod+xsayhello.gd# Prints "Hello!" to standard output../sayhello.gd

If the above doesn't work in your current version of Linux or macOS, you canalways have the shebang run Godot straight from where it is located as follows:

#!/usr/bin/godot -s

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