---
name: "godot3-server"
section: "6"
platform: "linux"
package: "godot3-server"
version: "3.6+ds-2"
release: "Debian 13 (Trixie)"
platforms: ["linux"]
url: "https://new.carta.tech/godot3-server"
---

# godot3-server(6)

multi-platform 2D and 3D game engine with a feature-rich editor

## 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.
