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.
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Kurz příkazového řádku¶
Někteří vývojáři rádi často používají příkazový řádek . Godot je navržen tak, aby jim vyhovoval, a proto zde uvádíme postup pro práci výhradně z příkazového řádku. Vzhledem k tomu, že engine nespoléhá téměř na žádné externí knihovny, jsou inicializační časy poměrně rychlé, takže je pro tento pracovní postup vhodný.
Poznámka
On Windows and Linux, you can run a Godot binary in a terminal by specifying its relative or absolute path.
On macOS, the process is different due to Godot being contained within an
.app
bundle (which is a folder, not a file). To run a Godot binary
from a terminal on macOS, you have to cd
to the folder where the Godot
application bundle is located, then run Godot.app/Contents/MacOS/Godot
followed by any command line arguments. If you've renamed the application
bundle from Godot
to another name, make sure to edit this command line
accordingly.
Reference pro příkazový řádek¶
Legend
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.
Obecné možnosti
Command |
Popis |
|
Display the list of command line options. |
|
Display the version string. |
|
Use verbose stdout mode. |
|
Quiet mode, silences stdout messages. Errors are still displayed. |
Možnosti spuštění
Command |
Popis |
|
Separator for user-provided arguments. Following arguments are not used by the engine, but can be read from |
|
Start the editor instead of running the scene. |
|
Start the Project Manager, even if a project is auto-detected. |
|
Start the editor debug server ( |
|
Quit after the first iteration. |
|
Quit after the given number of iterations. Set to 0 to disable. |
|
Use a specific locale. |
|
Path to a project ( |
|
Scan folders upwards for 'project.godot' file. |
|
Path to a pack (.pck) file to load. |
|
Render thread mode ('unsafe', 'safe', 'separate'). See Thread Model for more details. |
|
Remote filesystem ( |
|
Password for remote filesystem. |
|
Audio driver. Use |
|
Display driver (and rendering driver). Use |
|
Renderer name. Requires driver support. |
|
Rendering driver (depends on display driver). Use |
|
Use a specific GPU (run with |
|
Text driver (Fonts, BiDi, shaping). |
|
Pen tablet input driver. |
|
Enable headless mode ( |
|
Run the engine in a way that a movie is written (usually with .avi or .png extension).
|
Volby zobrazení
Command |
Popis |
|
Request fullscreen mode. |
|
Request a maximized window. |
|
Request windowed mode. |
|
Request an always-on-top window. |
|
Request window resolution. |
|
Request window position. |
|
Request window screen. |
|
Use a single window (no separate subwindows). |
|
Select XR mode ('default', 'off', 'on'). |
Možnosti ladění
Command |
Popis |
|
Debug (local stdout debugger). |
|
Breakpoint list as source::line comma-separated pairs, no spaces (use |
|
Enable profiling in the script debugger. |
|
Show a GPU profile of the tasks that took the most time during frame rendering. |
|
Enable graphics API validation layers for debugging. |
|
Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes. |
|
Remote debug ( |
|
Scene tree runs in single-threaded mode. Sub-thread groups are disabled and run on the main thread. |
|
Show collision shapes when running the scene. |
|
Show path lines when running the scene. |
|
Show navigation polygons when running the scene. |
|
Show navigation avoidance debug visuals when running the scene. |
|
Print all StringName allocations to stdout when the engine quits. |
|
Simulate high CPU load (delay each frame by <ms> milliseconds). |
|
Force time scale (higher values are faster, 1.0 is normal speed). |
|
Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement. |
|
Disable render loop so rendering only occurs when called explicitly from script. |
|
Disable crash handler when supported by the platform code. |
|
Force a fixed number of frames per second. This setting disables real-time synchronization. |
|
Enable or disable frame delta smoothing ('enable', 'disable'). |
|
Print the frames per second to the stdout. |
Samostatné nástroje
Command |
Popis |
|
Run a script. |
|
Only parse for errors and quit (use with |
|
Export the project using the given preset and matching release template. The preset name
should match one defined in export_presets.cfg. |
|
Like |
|
Like |
|
Convert project from Godot 3.x to Godot 4.x. |
|
Show what elements will be renamed when converting project from Godot 3.x to Godot 4.x. |
|
Dump the engine API reference to the given |
|
Disallow dumping the base types (used with |
|
Rather than dumping the engine API, generate API reference from the inline documentation in the GDScript files found in <path>
(used with |
|
Build the scripting solutions (e.g. for C# projects). Implies |
|
Generate GDExtension header file 'gdnative_interface.h' in the current folder. This file is the base file required to implement a GDExtension. |
|
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder. |
|
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 the run time and print it to console. |
|
Benchmark the run time and save it to a given file in JSON format. The path should be absolute. |
Cesta¶
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:
scoop install godot
# Editor with C# support (will be available as `godot-mono` in `PATH`):
scoop install godot-mono
# Standard editor:
brew install godot
# Editor with C# support (will be available as `godot-mono` in `PATH`):
brew install godot-mono
Nastavení cesty k projektu¶
V závislosti na tom, kde se nachází spustitelný soubor Godot a jaký je váš aktuální pracovní adresář, může být pro správnou funkci následujících příkazu nezbytné nastavit cestu k vašemu projektu.
To lze provést buď zadáním cesty k souboru project.godot
vašeho projektu jako prvního argumentu, například takto:
godot path_to_your_project/project.godot [other] [commands] [and] [args]
Nebo pomocí argumentu --path
:
godot --path path_to_your_project [other] [commands] [and] [args]
Úplný příkaz pro export hry (jak je vysvětleno níže) může vypadat například takto:
godot --headless --path path_to_your_project --export-release my_export_preset_name game.exe
Vytvoření projektu¶
Creating a project from the command line can be done by navigating the
shell to the desired place and making a project.godot
file.
mkdir newgame
cd newgame
touch project.godot
Projekt lze nyní otevřít pomocí programu Godot.
Spuštění editoru¶
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 -e
Pokud byla scéna vytvořena a uložena, lze ji později upravit spuštěním stejného příkazu s touto scénou jako dalším argumentem.
godot -e scene.tscn
Vymazání scény¶
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.
rm scene.tscn
Spuštění hry¶
Chcete-li hru spustit, jednoduše spusťte Godot v adresáři nebo podadresáři projektu.
godot
Pokud je třeba otestovat konkrétní scénu, předejte ji do příkazového řádku.
godot scene.tscn
Ladění¶
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.
godot -d
godot -d scene.tscn
Exportování¶
Exporting the project from the command line is also supported. This is especially useful for continuous integration setups.
Poznámka
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-release Android /var/builds/project.apk
Název předvolby musí odpovídat názvu předvolby exportu definované v souboru export_presets.cfg
projektu. Pokud název předvolby obsahuje mezery nebo speciální znaky (například "Windows Desktop"), musí být obklopen uvozovkami.
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.
Varování
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.
Spuštění skriptu¶
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.
Skript musí dědit od SceneTree
nebo MainLoop
.
Here is an example sayhello.gd
, showing how it works:
#!/usr/bin/env -S godot -s
extends SceneTree
func _init():
print("Hello!")
quit()
A jak jej spustit:
# Prints "Hello!" to standard output.
godot -s sayhello.gd
Pokud v cestě neexistuje žádný project.godot
, předpokládá se, že aktuální cesta je aktuální pracovní adresář (pokud není zadána --path
).
První řádek souboru sayhello.gd
se běžně označuje jako shebang. Pokud je spustitelný soubor Godot ve vaší PATH
jako godot
, umožní vám to spustit skript následujícím způsobem v moderních distribucích Linuxu a také v systému MacOS:
# Mark script as executable.
chmod +x sayhello.gd
# Prints "Hello!" to standard output.
./sayhello.gd
Pokud výše uvedený postup nefunguje ve vaší aktuální verzi Linuxu nebo macOS, můžete vždy nechat spustit Godot přímo z místa, kde se nachází, následujícím způsobem:
#!/usr/bin/godot -s