Command line tutorial
.. highlight:: shell
Some developers like using the command line extensively. Redot 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.
Command line reference
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.
General options
| Command | Description | ||
|---|---|---|---|
-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. |
Run options
| Command | Description | ||
|---|---|---|---|
--, ++ |
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> |
lowercase and the rest is optional. See Locales for more details. | release | Use a specific locale. <locale> follows the format language_Script_COUNTRY_VARIANT where language is a 2 or 3-letter language code in |
--path <directory> |
release | Path to a project (<directory> must contain a 'project.Redot' file). |
|
-u, --upwards |
release | Scan folders upwards for 'project.Redot' file. | |
--main-pack <file> |
release | Path to a pack (.pck) file to load. | |
--render-thread <mode> |
for more details. | release | Render thread mode ('unsafe', 'safe', 'separate'). See Thread Model |
--remote-fs <address> |
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> |
--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. |
release | Run the engine in a way that a movie is written (usually with .avi or .png extension). |
Display options
| Command | Description | ||
|---|---|---|---|
-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 <W>x<H> |
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'). |
Debug options
| Command | Description | ||
|---|---|---|---|
-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 <scale> |
release | Force time scale (higher values are faster, 1.0 is normal speed). | |
--disable-vsync |
Does not override driver-level V-Sync enforcement. | release | Forces disabling of vertical synchronization, even if enabled in the project settings. |
--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. |
Standalone tools
| Command | Description | ||
|---|---|---|---|
-s, --script <script> |
or an absolute filesystem path (for example on Windows C:/tmp/myscript.gd) |
release | Run a script. <script> must be a resource path relative to the project (myscript.gd will be interpreted as res://myscript.gd) |
--check-only |
release | Only parse for errors and quit (use with --script). |
|
--import |
editor | Starts the editor, waits for any resources to be imported, and then quits. Implies --editor and --quit. |
|
--export-release <preset> <path> |
<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. Implies --import. |
editor | Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. |
--export-debug <preset> <path> |
editor | Like --export-release, but use debug template. Implies --import. |
|
--export-pack <preset> <path> |
or ZIP format. Implies --import. |
editor | Like --export-release, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK |
--convert-3to4 [<max_file_kb>] [<max_line_size>] |
editor | Convert project from Redot 3.x to Redot 4.x. | |
--validate-conversion-3to4 [<max_file_kb>] [<max_line_size>] |
editor | Show what elements will be renamed when converting project from Redot 3.x to Redot 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> |
(used with --doctool). |
editor | Rather than dumping the engine API, generate API reference from the inline documentation in the GDScript files found in <path> |
--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 Redot API for GDExtension bindings named 'extension_api.json' in the current folder. | |
--validate-extension-api <path> |
If incompatibilities or errors are detected, the return code will be non-zero. | editor | Validate an extension API file dumped (with the option above) from a previous version of the engine to ensure API compatibility. |
--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. |
Path
It is recommended to place your Redot editor binary in your PATH environment
variable, so it can be executed easily from any place by typing Redot.
You can do so on Linux by placing the Redot binary in /usr/local/bin and
making sure it is called Redot (case-sensitive).
To achieve this on Windows or macOS easily, you can install Redot using
Scoop (on Windows) or Homebrew
(on macOS). This will automatically make the copy of Redot installed
available in the PATH:
# Add "Extras" bucket
scoop bucket add extras
# Standard editor:
scoop install Redot
# Editor with C# support (will be available as `Redot-mono` in `PATH`):
scoop install Redot-mono
# Standard editor:
brew install Redot
# Editor with C# support (will be available as `Redot-mono` in `PATH`):
brew install Redot-mono
Setting the project path
Depending on where your Redot 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.Redot file
of your project as either the first argument, like this:
Redot path_to_your_project/project.Redot [other] [commands] [and] [args]
For all commands, this can be done by using the --path argument:
Redot --path path_to_your_project [other] [commands] [and] [args]
For example, the full command for exporting your game (as explained below) might look like this:
Redot --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 Redot to
automatically find the project.Redot 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:
Redot --upwards nested_scene.tscn
Creating a project
Creating a project from the command line can be done by navigating the
shell to the desired place and making a project.Redot file.
mkdir newgame
cd newgame
touch project.Redot
The project can now be opened with Redot.
Running the editor
Running the editor is done by executing Redot 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.
Redot -e
When passing in the full path to the project.Redot 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.
Redot -e scene.tscn
Erasing a scene
Redot 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
Running the game
To run the game, execute Redot within the project directory or with the project path as explained above.
Redot
Note that passing in the project.Redot file will always run the editor instead of running the game.
When a specific scene needs to be tested, pass that scene to the command line.
Redot scene.tscn
Debugging
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.
Redot -d
Redot -d scene.tscn
Exporting
Exporting the project from the command line is also supported. This is especially useful for continuous integration setups.
# `Redot` must be a Redot 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).
Redot --headless --export-release "Linux/X11" /var/builds/project
Redot --headless --export-release Android /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.
Running a 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.
The script must inherit from SceneTree or MainLoop.
Here is an example sayhello.gd, showing how it works:
#!/usr/bin/env -S Redot -s
extends SceneTree
func _init():
print("Hello!")
quit()
And how to run it:
# Prints "Hello!" to standard output.
Redot -s sayhello.gd
If no project.Redot 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 Redot binary is in your PATH as Redot,
it allows you to run the script as follows in modern Linux
distributions, as well as macOS:
# Mark script as executable.
chmod +x sayhello.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 Redot straight from where it is located as follows:
#!/usr/bin/Redot -s