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Some developers like using the command line extensively. Godot is
designed to be friendly to them, so here are the steps for working
entirely from the command line. Given the engine relies on almost no
external libraries, initialization times are pretty fast, making it
suitable for this workflow.
Note
On Windows and Linux, you can run a Godot binary in a terminal by specifying
its relative or absolute path.
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.
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.
General options
Command
Description
-h, --help
Display the list of command line options.
--version
Display the version string.
-v, --verbose
Use verbose stdout mode.
-q, --quiet
Quiet mode, silences stdout messages. Errors are still displayed.
--no-header
Do not print engine version and rendering method header on startup.
Run options
Command
Description
--, ++
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
Start the editor instead of running the scene.
-p, --project-manager
Start the Project Manager, even if a project is auto-detected.
--recovery-mode
"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.
--debug-server<uri>
Start the editor debug server (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007)
--dap-port<port>
Use the specified port for the GDScript Debug Adapter Protocol. Recommended port range [1024,49151].
--lsp-port<port>
Use the specified port for the GDScript Language Server Protocol. Recommended port range [1024,49151].
--quit
Quit after the first iteration.
--quit-after
Quit after the given number of iterations. Set to 0 to disable.
-l, --language<locale>
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>
Path to a project (<directory> must contain a 'project.godot' file).
scene<path>
Path or UID of a scene in the project that should be started.
-u, --upwards
Scan folders upwards for 'project.godot' file.
--main-pack<file>
Path to a pack (.pck) file to load.
--render-thread<mode>
Render thread mode ('unsafe', 'safe', 'separate'). See Thread Model
for more details.
--remote-fs<address>
Remote filesystem (<host/IP>[:<port>] address).
--remote-fs-password<password>
Password for remote filesystem.
--audio-driver<driver>
Audio driver. Use --help first to display the list of available drivers.
--display-driver<driver>
Display driver (and rendering driver). Use --help first to display the list of available drivers.
--audio-output-latency <ms>
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. Requires driver support.
--rendering-driver<driver>
Rendering driver (depends on display driver). Use --help first to display the list of available drivers.
--gpu-index<device_index>
Use a specific GPU (run with --verbose to get available device list).
--text-driver<driver>
Text driver (Fonts, BiDi, shaping).
--tablet-driver<driver>
Pen tablet input driver.
--headless
Enable headless mode (--display-driverheadless--audio-driverDummy). Useful for servers and with --script.
--log-file
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.
--write-movie<file>
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.
Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.
--generate-spirv-debug-info
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.
--remote-debug<uri>
Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).
--single-threaded-scene
Scene tree runs in single-threaded mode. Sub-thread groups are disabled and run on the main thread.
--debug-collisions
Show collision shapes when running the scene.
--debug-paths
Show path lines when running the scene.
--debug-navigation
Show navigation polygons when running the scene.
--debug-avoidance
Show navigation avoidance debug visuals when running the scene.
--debug-stringnames
Print all StringName allocations to stdout when the engine quits.
--debug-canvas-item-redraw
Display a rectangle each time a canvas item requests a redraw (useful to troubleshoot low processor
mode).
--max-fps<fps>
Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0
results in unlimited framerate.
--frame-delay<ms>
Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use
--max-fps instead.
--time-scale<scale>
Force time scale (higher values are faster, 1.0 is normal speed).
--disable-vsync
Forces disabling of vertical synchronization, even if enabled in the project settings.
Does not override driver-level V-Sync enforcement.
--disable-render-loop
Disable render loop so rendering only occurs when called explicitly from script.
--disable-crash-handler
Disable crash handler when supported by the platform code.
--fixed-fps<fps>
Force a fixed number of frames per second. This setting disables real-time synchronization.
--delta-smoothing<enable>
Enable or disable frame delta smoothing ('enable', 'disable').
--print-fps
Print the frames per second to the stdout.
--editor-pseudolocalization
Enable pseudolocalization for the editor and the project manager.
Standalone tools
Command
Description
-s, --script<script>
Run a script. <script> must be a resource path relative to the project (myscript.gd will be interpreted as res://myscript.gd)
or an absolute filesystem path (for example on Windows C:/tmp/myscript.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).
--import
Starts the editor, waits for any resources to be imported, and then quits. Implies --editor and --quit.
--export-release<preset><path>
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.
--export-debug<preset><path>
Like --export-release, but use debug template. Implies --import.
--export-pack<preset><path>
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. Implies --import.
--export-patch<preset><path>
Export pack with changed files only. See --export-pack description for other considerations.
--patches<paths>
List of patches to use with --export-patch. The list is comma-separated.
--install-android-build-template
Install the Android build template. Used in conjunction with --export-release or --export-debug.
Show what elements will be renamed when converting project from Godot 3.x to Godot 4.x.
--doctool[<path>]
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
--no-docbase
Disallow dumping the base types (used with --doctool).
--gdscript-docs<path>
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
Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.
--dump-gdextension-interface
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
Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.
--validate-extension-api<path>
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
Benchmark the run time and print it to console.
--benchmark-file<path>
Benchmark the run time and save it to a given file in JSON format. The path should be absolute.
--test[--help]
Run unit tests. Use --test --help for more information.
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:
# 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
Depending on where your Godot binary is located and what your current
working directory is, you may need to set the path to your project
for any of the following commands to work correctly.
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:
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:
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.
If a scene has been created and saved, it can be edited later by running
the same code with that scene as argument.
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.
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.
Exporting the project from the command line is also supported. This is
especially useful for continuous integration setups.
Note
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-releaseAndroid/var/builds/project.apk
The preset name must match the name of an export preset defined in the
project's export_presets.cfg file. If the preset name contains spaces or
special characters (such as "Windows Desktop"), it must be surrounded with quotes.
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.
Warning
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.
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.
The script must inherit from SceneTree or MainLoop.
Here is an example sayhello.gd, showing how it works:
# Prints "Hello!" to standard output.
godot-ssayhello.gd
If no project.godot exists at the path, current path is assumed to be the
current working directory (unless --path is specified).
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.
The first line of sayhello.gd above is commonly referred to as
a shebang. If the Godot binary is in your PATH as godot,
it allows you to run the script as follows in modern Linux
distributions, as well as macOS:
# Mark script as executable.
chmod+xsayhello.gd
# Prints "Hello!" to standard output.
./sayhello.gd
If the above doesn't work in your current version of Linux or macOS, you can
always have the shebang run Godot straight from where it is located as follows: