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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

  • 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 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

-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.

実行オプション

Command

説明

--, ++

release 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

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 format language_Script_COUNTRY_VARIANT where language is a 2 or 3-letter language code in lowercase and the rest is optional. See Locale 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'). See Thread Model for 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-driver headless --audio-driver Dummy). 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.

表示オプション

Command

説明

-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').

デバッグオプション

Command

説明

-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 API validation 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.

スタンドアロンツール

Command

説明

-s, --script <script>

release Run a script.

--check-only

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

--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 target directory should exist.

--export-debug <preset> <path>

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

--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 PCK or ZIP format.

--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.

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

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