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Tutorial de linha de comando

Alguns desenvolvedores gostam de usar a linha de comando extensivamente. Godot é projetado para funcionar com elas, então aqui estão os passos para trabalhar inteiramente a partir da linha de comando. Como a engine depende de quase nenhuma biblioteca externa, os tempos de inicialização são muito rápidos, o que o torna adequado para esse fluxo de trabalho.

Nota

No Windows e Linux, você pode rodar um binário do Godot em um terminal especificando o seu caminho absoluto ou relativo.

No macOS, o processo é diferente porque a Godot está contida em um pacote .app (que é uma pasta, não um arquivo). Para rodar um executável da Godot de um terminal no macOS, você deve executar um cd para a pasta onde o pacote do aplicativo Godot está localizado, em seguida, execute Godot.app / Contents / MacOS / Godot seguido por quaisquer argumentos de linha de comando. Se você renomeou o pacote do aplicativo da Godot para outro nome, certifique-se de editar a linha de comando de acordo.

Referência para linha de comando

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.

Opções gerais

Comando

Descrição

-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.

Opções de execução

Comando

Descrição

--, ++

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 <diretório>

release Path to a project (<directory> must contain a 'project.godot' file).

-u, --upwards

release Scan folders upwards for 'project.godot' file.

--main-pack <arquivo>

release Path to a pack (.pck) file to load.

--render-thread <modo>

release Render thread mode ('unsafe', 'safe', 'separate'). See Thread Model for more details.

--remote-fs <endereço>

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.

Opções de exibição

Comando

Descrição

-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 <largura>x<altura>

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').

Opções de Depuração

Comando

Descrição

-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 <escala>

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.

Ferramentas independentes

Comando

Descrição

-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> <caminho>

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.

Caminho

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

Definindo o caminho do projeto

Dependendo de onde seu binário Godot está localizado e qual é seu diretório de trabalho atual, talvez seja necessário definir o caminho para o seu projeto para que qualquer um dos comandos a seguir funcione corretamente.

Isto pode ser feito dando o caminho para o arquivo project.godot do seu projeto como o primeiro argumento, assim:

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

Ou usando o argumento --path:

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

Por exemplo, o comando completo para exportar seu jogo (conforme explicado abaixo) pode ser assim:

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

Criando um projeto

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

O projeto agora pode ser aberto com Godot.

Executando o editor

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

Se uma cena foi criada e salva, ela pode ser editada posteriormente, executando o mesmo código com aquela cena como argumento.

godot -e scene.tscn

Apagando uma cena

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

Executando o jogo

Para rodar o jogo, simplesmente execute Godot dentro do diretório ou subdiretório do projeto.

godot

Quando uma cena específica precisa ser testada, passe essa cena para a linha de comando.

godot scene.tscn

Depuração

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

Exportando

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

Nota

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

O nome do preset deve corresponder ao nome de um preset de exportação definido no arquivo export_presets.cfg do projeto. Se o nome da predefinição contiver espaços ou caracteres especiais (como "Windows Desktop"), ele deve ser colocado entre aspas.

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.

Aviso

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.

Executando um script

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.

O script deve herdar de SceneTree ou MainLoop.

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

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

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

E como executá-lo:

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

Se nenhum project.godot existir no caminho, o caminho atual é assumido como o diretório de trabalho atual (a menos que -path seja especificado).

A primeira linha de sayhello.gd acima é comumente referida como shebang. Se o binário Godot estiver em seu PATH como godot, ele permite que você execute o script da seguinte forma em distribuições Linux modernas, bem como no macOS:

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

Se o acima não funcionar em sua versão atual do Linux ou macOS, você sempre pode fazer com que o shebang execute Godot diretamente de onde está localizado da seguinte maneira:

#!/usr/bin/godot -s