Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
コマンドラインチュートリアル¶
一部の開発者は、コマンドラインを広範囲に使用することを好みます。Godotは使いやすく設計されているので、ここでは完全にコマンドラインから作業するための手順を説明します。エンジンが外部ライブラリーにほとんど依存しないことを考えると、初期化時間は非常に速く、このワークフローに適しています。
注釈
WindowsやLinuxでは、ターミナルでGodot binaryの相対パスまたは絶対パスを指定して実行することができます。
macOSでは、Godotが .app
バンドル (ファイルではなく、 フォルダ です) に含まれているため、プロセスが異なります。macOSのターミナルからGodotのバイナリを実行するには、Godotのアプリケーションバンドルがあるフォルダに cd
して、 Godot.app/Contents/MacOS/Godot
を実行し、その後にコマンドライン引数を入力します。アプリケーションバンドルの名前を Godot
から別の名前に変更している場合は、このコマンドラインを適宜編集してください。
コマンドライン リファレンス¶
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.
一般的なオプション
Command |
説明 |
|
Display the list of command line options. |
|
Display the version string. |
|
Use verbose stdout mode. |
|
Quiet mode, silences stdout messages. Errors are still displayed. |
実行オプション
Command |
説明 |
|
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).
|
表示オプション
Command |
説明 |
|
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'). |
デバッグオプション
Command |
説明 |
|
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. |
スタンドアロンツール
Command |
説明 |
|
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. |
パス¶
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
プロジェクトパスの設定¶
Godotバイナリの場所と現在の作業ディレクトリによっては、次のコマンドを正しく機能させるためにプロジェクトへのパスを設定する必要があります。
これは、プロジェクトの project.godot
ファイルへのパスを最初の引数として指定することで実現できます:
godot path_to_your_project/project.godot [other] [commands] [and] [args]
または --path
引数を使用して:
godot --path path_to_your_project [other] [commands] [and] [args]
たとえば、ゲームをエクスポートするための完全なコマンド(以下に説明する)は次のようになります:
godot --headless --path path_to_your_project --export-release my_export_preset_name game.exe
プロジェクトの作成¶
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
これで、Godotでプロジェクトを開くことができます。
エディタの実行¶
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
シーンが作成および保存されている場合は、そのシーンを引数として同じコードを実行することで、後で編集できます。
godot -e scene.tscn
シーンの削除¶
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
ゲームの実行¶
ゲームを実行するには、プロジェクトディレクトリまたはサブディレクトリ内でGodotを実行します。
godot
特定のシーンをテストする必要がある場合は、そのシーンをコマンドラインに渡します。
godot scene.tscn
デバッグ¶
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
エクスポート¶
Exporting the project from the command line is also supported. This is especially useful for continuous integration setups.
注釈
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
プリセット名はプロジェクトの export_presets.cfg
ファイルで定義されたエクスポートプリセットの名前と一致しなければなりません。もし、プリセット名がスペースや特殊文字を含んでいる場合 ("Windows Desktop"のような)、クォート ("や') で囲まれている必要があります。
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.
警告
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.
スクリプトの実行¶
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.
スクリプトは SceneTree
または MainLoop
から継承する必要があります。
Here is an example sayhello.gd
, showing how it works:
#!/usr/bin/env -S godot -s
extends SceneTree
func _init():
print("Hello!")
quit()
実行方法:
# Prints "Hello!" to standard output.
godot -s sayhello.gd
パスに project.godot
が存在しない場合は、現在のパスが現在の作業ディレクトリであると見なされます (-path
が指定されている場合を除く)。
上記の``sayhello.gd`` の最初の行は、一般に シェバング と呼ばれます。シェバングを書くことにより、最近のLinuxとmacOSでは、あなたの PATH
にあるGodotのバイナリが godot
であるとき、スクリプトを次のように実行できます:
# Mark script as executable.
chmod +x sayhello.gd
# Prints "Hello!" to standard output.
./sayhello.gd
もし上記の例があなたのLinuxかmacOSのバージョンで動かない場合、次のようにGodotの場所を直接指定することで、どんなときでもシェバングにGodotを実行させることができます:
#!/usr/bin/godot -s