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Run With Godot

George L. Albany edited this page Mar 27, 2026 · 18 revisions

Note

Run godot with arguments in the project's game directory.

Quick Commands

Command Description
godot Runs OpenVic as if you pressed play in the Godot Editor, without having opened the Godot Editor.
godot -e Opens the project in the Godot Editor.
godot -- <arguments> Runs OpenVic like godot by passing game arguments to OS.get_cmdline_user_args(). See Game Arguments.
godot ‑‑doctool ../extension ‑‑gdextension‑docs ‑‑headless Runs the GDExtension's documentation generator, using extension/doc_classes as the XML documentation directory.
‑‑headless ensures the engine will not try to run the renderer.
This is a required step whenever GDExtension bindings are changed.

Game Arguments

Note

To run specifically for the game instead of Godot as a whole, run the arguments with godot ‑‑.

Argument Description
‑‑game‑debug, ‑‑debug‑mode, ‑‑debug, ‑d Starts the game in debug mode.
‑‑base‑path [path], ‑b [path] Load Victoria 2 assets from a specific path.
‑‑search‑path [path], ‑s [path] Search for Victoria 2 assets at a specific path.
‑‑mod <mods>, ‑m <mods> Load Victoria 2 mods.
‑‑help, ‑h Displays OpenVic help and quits.

Godot Arguments

Argument Description
‑‑language <locale>, ‑l <locale> Use a specific locale (<locale> being a two-letter code).
‑‑audio‑driver <driver> Audio driver. Use ‑‑help first to display the list of available drivers.
‑‑display‑driver <driver> Display driver (and rendering driver). Use ‑‑help first to display the list of available drivers.
‑‑audio‑output‑latency <ms> Override audio output latency in milliseconds (default is 15 ms).
Lower values make sound playback more reactive but increase CPU usage, and may result in audio cracking if the CPU can't keep up.
‑‑rendering‑method <renderer> Renderer name. Requires driver support.
‑‑rendering‑driver <driver> Rendering driver (depends on display driver). Use ‑‑help first to display the list of available drivers.
‑‑log‑file <file> Write output/error log to the specified path instead of the default location defined by the project.
<file> path should be absolute or relative to the project directory.
‑‑write‑movie <file> Write a video to the specified path (usually with .avi or .png extension).
‑‑fixed‑fps is forced when enabled, but it 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.
‑‑full‑screen, ‑f Request fullscreen mode.
‑‑maximized, ‑m Request a maximized window.
‑‑windowed, ‑w Request windowed mode.
‑‑always‑on‑top, ‑t Request an always-on-top window.
‑‑resolution <W>x<H> Request window resolution.
‑‑position <X>,<Y> Request window position.
‑‑screen <N> Request window screen.
‑‑single‑window Use a single window (no separate subwindows).
‑‑debug, ‑d Debug (local stdout debugger).
‑‑breakpoints, ‑b Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).
‑‑ignore‑error‑breaks If debugger is connected, prevents sending error breakpoints.
‑‑profiling Enable profiling in the script debugger.
‑‑gpu‑profile Show a GPU profile of the tasks that took the most time during frame rendering.
‑‑gpu‑validation Enable graphics API validation layers for debugging.
‑‑generate‑spirv‑debug‑info Generate SPIR-V debug information (Vulkan only). This allows source-level shader debugging with RenderDoc.
‑‑extra‑gpu‑memory‑tracking Enables additional memory tracking (see class reference for RenderingDevice.get_driver_and_device_memory_report() and linked methods). Currently only implemented for Vulkan. Enabling this feature may cause crashes on some systems due to buggy drivers or bugs in the Vulkan Loader. See godotengine/godot#95967
‑‑accurate‑breadcrumbs Force barriers between breadcrumbs. Useful for narrowing down a command causing GPU resets. Currently only implemented for Vulkan.
‑‑remote‑debug <uri> Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).
‑‑max‑fps <fps> Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0 results in unlimited framerate.
‑‑frame‑delay <ms> Simulate high CPU load (delay each frame by milliseconds). Do not use as a FPS limiter; use ‑‑max-fps instead.
‑‑time‑scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).
‑‑disable‑vsync Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement.
‑‑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.
‑‑help, ‑h Display this Godot Engine help message.
‑‑version Display the Godot Engine version string.
‑‑verbose, ‑v Use verbose stdout mode.
‑‑quiet Quiet mode, silences stdout messages. Errors are still displayed.

Note

For a full list of Godot arguments see Godot's Command Line Reference.

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