# Godot CLI Commands Summary This reference summarizes the provided `godot --help` output for fast command selection. ## 1. Core inspection - Help: `godot --help` - Version: `godot --version` - Verbose logs: `godot --verbose` - Quiet mode: `godot --quiet` ## 2. Project targeting and run mode - Point to project directory: `godot --path .` - Run specific scene: `godot --path . --scene res://scenes/MainScene.tscn` - Headless mode: `godot --headless --path . ...` - Quit quickly: `godot --path . --quit` - Quit after N frames: `godot --path . --quit-after 120` ## 3. Script execution and tests - Run script: `godot --headless --path . --script tests/unit/test_xxx.gd` - Parse-only script check: `godot --headless --path . --script tests/unit/test_xxx.gd --check-only` - Pass custom user args to script: `godot --headless --path . --script tests/unit/test_runner.gd -- --case websocket` - Autoload-safe smoke test (preferred when test uses singleton globals): `godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log` ## 4. Debug and diagnostics - Local debugger: `godot --debug --path .` - Remote debug: `godot --remote-debug tcp://127.0.0.1:6007 --path .` - Print FPS: `godot --path . --print-fps` - Log to file: `godot --path . --log-file logs/godot.log` - Disable VSync for profiling: `godot --path . --disable-vsync` ## 5. Display and runtime controls - Fullscreen: `godot --path . --fullscreen` - Windowed: `godot --path . --windowed` - Resolution: `godot --path . --resolution 1920x1080` - Max FPS: `godot --path . --max-fps 60` - Fixed FPS: `godot --path . --fixed-fps 60` - Time scale: `godot --path . --time-scale 0.5` ## 6. Export operations (editor build only) - Release export: `godot --path . --export-release "Web" build/web/index.html` - Debug export: `godot --path . --export-debug "Web" build/web/index.html` - Pack export: `godot --path . --export-pack "Web" build/web/game.pck` - Check preset syntax only: `godot --path . --export-debug "Web" --check-only` ## 7. Common quick recipes - Run a unit test script (isolated logic): `godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log` - Validate script syntax without running: `godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log` - Run game with verbose logs: `godot --verbose --path . --log-file .godot/main_verbose.log` - Run scene and auto-exit after startup checks: `godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log` ## 8. Windows explicit executable pattern When `godot` is not in PATH, call the executable directly: ```powershell & "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" --headless --path . --script tests/unit/test_websocket_close_code.gd ``` ## 9. Notes for AI execution - Prefer `--headless` for tests and scripts in terminal/CI. - Always include `--path .` for reproducibility. - Use `--check-only` for parse checks when execution is not needed. - If a script depends on autoload singleton names from `project.godot` (`SceneManager`, `LocationManager`, `EventSystem`, etc.), validate in scene/project context before concluding regression. - Prefer `--log-file` for reliable diagnostics and environment-specific logging issues. - Add `--verbose` when failure context is insufficient.