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.
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Руководство по командной строке¶
Некоторым разработчикам нравится широко использовать командную строку. Godot разработан для того, чтобы быть дружелюбным к ним, поэтому здесь приведены шаги для работы полностью из командной строки. Поскольку механизм практически не опирается на внешние библиотеки, время инициализации довольно быстрое, что делает его подходящим для данного рабочего процесса.
Примечание
В Windows и Linux вы можете запустить исполняемый файл Godot в терминале, указав его относительный или абсолютный путь.
На MacOS процесс отличается для Godot из-за того что Godot содержится в .app
(который является папкой, а не файлом). Что бы запустить бинарный файл движка Godot с терминала на MacOS, надо перейти в папку где находится Godot с помощью команды cd
, а затем запустить Godot, введя в терминал следующее: Godot.app/Contents/MacOS/Godot
указав после этого аргументы запуска. Если вы переименовали папку с Godot
, то убедитесь в том что вы изменили команду для запуска Godot соответсвующе.
Ссылка на командную строку¶
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.
Основные настройки
Command |
Описание |
|
Display the list of command line options. |
|
Display the version string. |
|
Use verbose stdout mode. |
|
Quiet mode, silences stdout messages. Errors are still displayed. |
Параметры запуска
Command |
Описание |
|
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).
|
Опции дисплея
Command |
Описание |
|
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'). |
Опции отладки
Command |
Описание |
|
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. |
Автономные инструменты
Command |
Описание |
|
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. |
Путь¶
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
Настройка пути проекта¶
В зависимости от того, где расположен ваш бинарный файл Godot и какая у вас рабочая директория, для корректной работы одной из следующих команд может понадобиться указать путь к вашему проекту.
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]
Например, полная команда для экспорта вашей игры (описано ниже) может выглядеть следующим образом:
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
Создание проекта¶
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
Теперь проект можно открыть с помощью Godot.
Запуск редактора¶
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.
Если сцена была создана и сохранена, ее можно отредактировать позже, запустив тот же код с этой сценой в качестве аргумента.
godot -e scene.tscn
Удаление сцены¶
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
Запуск игры¶
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.
Если необходимо протестировать определенную сцену, передайте ее в командную строку.
godot scene.tscn
Отладка¶
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
Экспорт¶
Exporting the project from the command line is also supported. This is especially useful for continuous integration setups.
Примечание
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
Имя предустановки должно совпадать с именем предустановки экспорта, определенной в файле проекта export_presets.cfg
. Если имя предустановки содержит пробелы или специальные символы (например, «Рабочий стол Windows»), оно должно быть заключено в кавычки.
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.
Предупреждение
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.
Запуск скрипта¶
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.
Скрипт должен наследоваться от SceneTree или MainLoop.
Here is an example sayhello.gd
, showing how it works:
#!/usr/bin/env -S godot -s
extends SceneTree
func _init():
print("Hello!")
quit()
И как запустить его:
# Prints "Hello!" to standard output.
godot -s sayhello.gd
Если файл project.godot
не существует в пути, то текущий путь считается текущим рабочим каталогом (если не указано --path
).
Первая строка sayhello.gd
отсылается к так называемому шебангу. По правилам этой инструкции, если бинарный исполняемый файл Godot указан в переменной окружения PATH
как godot
, вы сможете запускать скрипт в современных дистрибутивах Linux, а также в macOS:
# Mark script as executable.
chmod +x sayhello.gd
# Prints "Hello!" to standard output.
./sayhello.gd
Если вышеперечисленное не работает в вашей текущей версии Linux или macOS, вы всегда можете заставить шебанг запускать Godot прямо с того места, где он находится, следующим образом:
#!/usr/bin/godot -s