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명령줄(Command line) 튜토리얼

일부 개발자들은 명령줄을 광범위하게 사용하는 것을 좋아합니다. Godot는 이들에게 친숙하도록 설계되었고, 여기에는 완전히 명령줄으로만 작업하는 단계가 설명되어 있습니다. 엔진은 외부 라이브러리에 거의 의존하지 않으므로 초기화 시간이 매우 빨라서 이 워크플로에 적합합니다.

참고

Windows와 Linux의 터미널에서 상대 또는 절대 경로로 Godot 바이너리를 실행할 수 있습니다.

macOS에서는 Godot가 .app 번들(파일이 아닌 폴더)에 포함되어 있기 때문에 프로세스가 다릅니다. macOS의 터미널에서 Godot 바이너리를 실행하려면 Godot 애플리케이션 번들이 있는 폴더로 cd한 다음 Godot.app/Contents/MacOS/Godot 뒤에 인수를 넣어 명령줄을 실행해야 합니다. 애플리케이션 번들의 이름을 Godot에서 다른 이름으로 변경했다면 이 명령줄을 적절하게 편집해야 합니다.

명령줄 참조

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.

일반 옵션

명령

설명

-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.

실행 설정

명령

설명

--, ++

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.

디스플레이 설정

명령

설명

-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').

디버그 설정

명령

설명

-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.

독립형 툴

명령

설명

-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.

경로

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

프로젝트 경로 설정하기

Godot 바이너리의 위치와 현재 작업 디렉토리의 위치에 따라, 다음 명령이 올바르게 작동하려면 프로젝트의 경로를 설정해야 합니다.

When running the editor, this can be done by giving the path to the project.godot file of your project as either the first argument, like this:

godot path_to_your_project/project.godot [other] [commands] [and] [args]

For all commands, this can be done by using the --path argument:

godot --path path_to_your_project [other] [commands] [and] [args]

예를 들어, (아래에서 설명할) 게임을 내보내는 전체 명령은 다음과 같을 것입니다:

godot --headless --path path_to_your_project --export-release my_export_preset_name game.exe

When starting from a subdirectory of your project, use the --upwards argument for Godot to automatically find the project.godot file by recursively searching the parent directories.

For example, running a scene (as explained below) nested in a subdirectory might look like this when your working directory is in the same path:

godot --upwards nested_scene.tscn

프로젝트 생성하기

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

프로젝트는 이제 Godot로 열 수 있습니다.

에디터 실행하기

Running the editor is done by executing Godot with the -e flag. This must be done from within the project directory or by setting the project path as explained above, otherwise the command is ignored and the Project Manager appears.

godot -e

When passing in the full path to the project.godot file, the -e flag may be omitted.

씬을 만들고 저장하면 나중에 해당 씬을 인수로 사용해 동일한 코드를 실행해서 편집할 수 있습니다.

godot -e scene.tscn

씬 지우기

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

게임 실행하기

To run the game, execute Godot within the project directory or with the project path as explained above.

godot

Note that passing in the project.godot file will always run the editor instead of running the game.

특정 씬을 테스트해야 하는 경우 씬을 명령줄로 전달하세요.

godot scene.tscn

디버깅

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

내보내기(Exporting)

Exporting the project from the command line is also supported. This is especially useful for continuous integration setups.

참고

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

프리셋 이름은 프로젝트의 export_presets.cfg 파일에 정의된 내보내기 프리셋의 이름과 일치해야 합니다. 프리셋 이름에 공백이나 특수 문자(예: "Windows 바탕화면")가 포함된 경우 따옴표로 묶어야 합니다.

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.

경고

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.

스크립트 실행하기

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.

스크립트는 SceneTree 또는 MainLoop를 상속받아야 합니다.

Here is an example sayhello.gd, showing how it works:

#!/usr/bin/env -S godot -s
extends SceneTree

func _init():
    print("Hello!")
    quit()

그리고 어떻게 실행하는 지에 대한 예제입니다:

# Prints "Hello!" to standard output.
godot -s sayhello.gd

project.godot가 경로에 존재하지 않으면, 현재 경로는 (-path가 지정되지 않는 한) 현재 작업 디렉토리로 가정합니다.

sayhello.gd의 첫 번째 줄은 일반적으로 shebang이라고 합니다. Godot 바이너리가 PATHgodot로 존재한다면, 최신 Linux 배포판과 macOS에서 다음과 같이 스크립트를 실행할 수 있습니다:

# Mark script as executable.
chmod +x sayhello.gd
# Prints "Hello!" to standard output.
./sayhello.gd

위의 내용이 현재 버전의 Linux 또는 macOS에서 작동하지 않으면 다음과 같이 Shebang이 있는 위치에서 바로 Godot를 실행하도록 할 수 있습니다:

#!/usr/bin/godot -s