Provided by: godot3-server_3.6+ds-2ubuntu0.1_amd64 

NAME
godot - multi-platform 2D and 3D game engine with a feature-rich editor
SYNOPSIS
godot3-server [options] [path to scene or 'project.godot' file]
DESCRIPTION
Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine. It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel. General options: -h, --help Display this help message. --version Display the version string. -v, --verbose Use verbose stdout mode. --quiet Quiet mode, silences stdout messages. Errors are still displayed. Run options: -e, --editor Start the editor instead of running the scene. -p, --project-manager Start the project manager, even if a project is auto-detected. -q, --quit Quit after the first iteration. -l, --language <locale> Use a specific locale (<locale> being a two-letter code). --path <directory> Path to a project (<directory> must contain a 'project.godot' file). -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'). --remote-fs <address> Remote filesystem (<host/IP>[:<port>] address). --remote-fs-password <password> Password for remote filesystem. --audio-driver <driver> Audio driver ('PulseAudio', 'ALSA', 'Dummy'). --video-driver <driver> Video driver ('GLES3', 'GLES2'). Display options: -f, --fullscreen Request fullscreen mode. -m, --maximized Request a maximized window. -w, --windowed Request windowed mode. -t, --always-on-top Request an always-on-top window. --resolution <W>x<H> Request window resolution. --position <X>,<Y> Request window position. --low-dpi Force low-DPI mode (macOS and Windows only). --no-window Disable window creation (Windows only). Useful together with --script. --enable-vsync-via-compositor When vsync is enabled, vsync via the OS' window compositor (Windows only). --disable-vsync-via-compositor Disable vsync via the OS' window compositor (Windows only). Debug options: -d, --debug Debug (local stdout debugger). -b, --breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead). --profiling Enable profiling in the script debugger. --remote-debug <address> Remote debug (<host/IP>:<port> address). --debug-collisions Show collisions shapes when running the scene. --debug-navigation Show navigation polygons when running the scene. --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds). --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed). --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. --print-fps Print the frames per second to the stdout. Standalone tools: -s, --script <script> Run a script. --check-only Only parse for errors and quit (use with --script). --export <preset> <path> 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> Same as --export, but using the debug template. --export-pack <preset> <path> Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format. --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). --build-solutions Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit. --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings. --test <test> Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
FILES
XDG_DATA_CONFIG/godot/ or ~/.config/godot/ User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata. XDG_DATA_HOME/godot/ or ~/.local/share/godot/ Contains the default configuration and user data folders for Godot-made games (user:// path), as well as export templates. XDG_DATA_CACHE/godot/ or ~/.cache/godot/ Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads. /usr/share/doc/godot3-server/ Additional documentation files and detailed licensing information.
SEE ALSO
See the project website at https://godotengine.org and the source code repository at https://github.com/godotengine/godot for more details.
BUGS
Godot Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on Godot's issue tracker at https://github.com/godotengine/godot/issues.
AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team. godot 3.2 January 2020 GODOT3(6)