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Command line tutorial

Some developers like using the command line extensively. Godot is designed to be friendly to them, so here are the steps for working entirely from the command line. Given the engine relies on almost no external libraries, initialization times are pretty fast, making it suitable for this workflow.


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 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.

Command line reference

General options



-h, --help

Display the list of command line options.


Display the version string.

-v, --verbose

Use verbose stdout mode.

-q, --quiet

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

Run options




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 (target=editor must be used).

-p, --project-manager

Start the Project Manager, even if a project is auto-detected (target=editor must be used).

--debug-server <uri>

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


Quit after the first iteration.

-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 lower case and the rest is optional. See Locale codes for more details.