This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
On macOS, the process is different due to Godot being contained within a
.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.
"Start the editor in recovery mode, which disables features that can typically cause startup crashes, such as tool scripts, editor plugins,
GDExtension addons, and others.
Override audio output latency in milliseconds (default is 15 ms). Lower values make sound playback more reactive but increase CPU usage, and may
result in audio cracking if the CPU can't keep up.
--rendering-method<renderer>
Renderer name. Valid values are forward_plus, mobile, and gl_compatibility. Requires driver support.
Write output/error log to the specified path instead of the default location defined by the project. <file> path should be absolute or
relative to the project directory.
Generate SPIR-V debug information. This allows source-level shader debugging with RenderDoc.
--extra-gpu-memory-tracking
Enables additional memory tracking (see class reference for
RenderingDevice.get_driver_and_device_memory_report() and linked methods). Currently only implemented for
Vulkan. Enabling this feature may cause crashes on some systems due to buggy drivers or bugs in the Vulkan
Loader. See https://github.com/godotengine/godot/issues/95967
--accurate-breadcrumbs
Force barriers between breadcrumbs. Useful for narrowing down a command causing GPU resets. Currently
only implemented for Vulkan.
Enable or disable frame delta smoothing ("enable", "disable").
--print-fps
1秒あたりのフレーム数を stdout に出力します。
--editor-pseudolocalization
Enable pseudolocalization for the editor and the project manager.
スタンドアロンツール
Command
説明
-s, --script<script>
Run a script. <script> must be a resource path relative to the project (myscript.gd will be interpreted as res://my_script.gd)
or an absolute filesystem path (for example, on Windows: C:/tmp/my_script.gd).
--main-loop<main_loop_name>
Run a MainLoop specified by its global class name.
--check-only
Only parse for errors and quit (use with --script).
Export the project in release mode using the given preset and output path. 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 must exist.
# Add "Extras" bucket
scoopbucketaddextras
# 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
# `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
The script path will be interpreted as a resource path relative to
the project, here res://sayhello.gd. You can also use an absolute
filesystem path instead, which is useful if the script is located
outside of the project directory.