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Client commands

The Rust game client registers 1,310 F1 console commands and client variables for graphics, audio, input, and UI.

  1. accessibility.allynametagcolour Colour palette index for ally name tags (non-team friends/allies); allows colour-blind players to distinguish allies from enemies and team members
  2. accessibility.applyallchanges Applies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh
  3. accessibility.buildingblockedzonecolour Colour palette index for the building blocked zone indicator; changes the colour of the red zone overlay shown when construction is not permitted
  4. accessibility.clannametagcolour Colour palette index for clan member name tags shown above players in the same clan; selects from the clan name tag colour collection
  5. accessibility.disablemovementininventory When enabled, prevents the player from moving while the inventory screen is open; useful for controller/accessibility setups where accidental movement is a problem
  6. accessibility.enemynametagcolour Colour palette index for enemy name tags; selects a colour from the enemy name tag collection to make hostile players visually distinct
  7. accessibility.healthbarcolour Colour palette index for the player health bar; selects an accessible colour from the health bar colour collection
  8. accessibility.holosightcolour Colour palette index for the holographic sight reticle colour; lets players pick a reticle colour that is visible against any background
  9. accessibility.hungerbarcolour Colour palette index for the player hunger/food bar; selects an accessible colour from the hunger bar colour collection
  10. accessibility.hydrationbarcolour Colour palette index for the player hydration/water bar; selects an accessible colour from the hydration bar colour collection
  11. accessibility.ioarrowinputcolor Colour palette index for electrical IO input arrow overlays; changes the colour of arrows that show power/signal flowing into an IO entity
  12. accessibility.ioarrowoutputcolor Colour palette index for electrical IO output arrow overlays; changes the colour of arrows that show power/signal flowing out of an IO entity
  13. accessibility.laserdetectorcolour Colour palette index for the laser trip-wire detector beam colour; helps colour-blind players distinguish armed detector lasers in bases
  14. accessibility.messagecardscolour Colour palette index for cards/notes chat message text colour; helps distinguish card/note messages from other chat types
  15. accessibility.messageclancolour Colour palette index for clan chat message text colour; makes clan messages visually distinct in the chat window
  16. accessibility.messagediscordcolour Colour palette index for Discord-linked chat message text colour; helps identify messages bridged from a linked Discord server
  17. accessibility.messageglobalcolour Colour palette index for global chat message text colour; affects all messages sent to the server-wide global chat channel
  18. accessibility.messagelocalcolour Colour palette index for local proximity chat message text colour; distinguishes nearby voice/text chat from global and team channels
  19. accessibility.messageteamcolour Colour palette index for team chat message text colour; makes team-only messages visually distinct from global and local chat
  20. accessibility.mushroomcolour Colour palette index for mushroom world-object highlighting; allows colour-blind players to pick a distinguishable mushroom marker colour
  21. accessibility.senduinavigationevents When enabled, UI navigation events (directional/confirm/cancel) are forwarded to the Unity EventSystem, enabling controller-driven menu navigation
  22. accessibility.teamnametagcolour Colour palette index for team member name tags shown above allied players; lets colour-blind players choose a distinguishable team colour
  23. accessibility.treemarkercolor Colour palette index for tree resource marker icons on the HUD; selects from the accessibility colour collection to aid colour-blind players
  24. ai.aidebug_loadbalanceoverduereport Requests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget
  25. ai.aidebug_lookat Toggles AI debug visualisation for the entity the local admin player is currently looking at
  26. ai.debugvis When enabled, draws debug visualisations (attack ranges, awareness, etc.) for AI entities near the local player
  27. ai.designing When enabled, enables NPC design/placement mode on the client, showing additional gizmos for NPC spawn point and patrol route authoring
  28. ai.groundalign When enabled, NPC characters align their body to the terrain slope using IK; disable for flat ground-only alignment
  29. ai.maxgroundaligndist Maximum distance in metres at which ground alignment IK is evaluated for NPCs; reducing this improves performance when many NPCs are visible
  30. ai.npc_no_foot_ik When enabled, disables foot IK on NPC characters to improve performance; NPCs will not plant feet on terrain slopes
  31. ai.selectnpclookat Editor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection
  32. apartment.printapartmentculling Print list of apartments and their culling states
  33. assetbundles.listdynamic
  34. audio.advancedocclusion Use more advanced sound occlusion
  35. audio.ambience Ambience System
  36. audio.debugvoicelimiting When enabled, logs voice chat limiting decisions to the console, showing when players are muted due to proximity or bandwidth constraints
  37. audio.enablesoundpooling Enables audio source pooling, reusing AudioSource components instead of creating and destroying them each time a sound plays
  38. audio.eventaudio Volume
  39. audio.framebudget Max ms per frame to spend updating sounds
  40. audio.game Volume
  41. audio.hqsoundfade Use higher quality sound fades on some sounds
  42. audio.instruments Volume
  43. audio.master Volume
  44. audio.minupdatefraction Minimum fraction of the audio source pool updated per frame; higher values keep more audio sources in sync at the cost of CPU time
  45. audio.musicvolume Volume
  46. audio.musicvolumemenu Volume
  47. audio.printenginesounds print active engine sound info
  48. audio.printsounds Prints a list of all currently active audio sources with their asset names, volume, and world position
  49. audio.speakers Volume
  50. audio.ui Volume
  51. audio.videoplayer Volume
  52. audio.voiceprops Volume
  53. audio.voices Volume
  54. audiointerceptcomponent.debugchannels When enabled, logs the audio buffer size and channel count each time the audio filter processes a buffer; useful for diagnosing audio pipeline issues
  55. ballistagun.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
  56. basefishingrod.showui When enabled, shows the fishing rod debug UI overlay displaying cast distance, bobber state, and fish bite detection parameters; admin-only
  57. baseplayer.filterspectatemapteamid When spectating and global.toggleSpectateTeamInfo is set to true on the server, this will filter which team is displayed on the map. 0 = show all
  58. baseplayer.lootpaneloverride When set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel
  59. baseplayer.showserverrestartwarning Will show a translated server restart warning on the player screen.
  60. baseragdoll.debug_vis When enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities
  61. basesculpture.logmeshstats When enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified
  62. basesculpture.setcensorsegments
  63. batching.batch_industrial_pipes When enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state
  64. batching.enabled Enables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead
  65. batching.print_memory_batching Prints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations
  66. batching.print_memory_batching_detailed Prints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count
  67. batching.print_memory_industrial Prints memory usage specifically for industrial pipe batching, separate from general mesh batching
  68. batching.print_renderers Prints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together
  69. batching.refresh_renderers Forces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes
  70. batching.renderer_capacity Maximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use
  71. batching.renderer_submeshes Maximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded
  72. batching.renderer_threading Enables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores
  73. batching.renderer_vertices Maximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching
  74. batching.verbose Verbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console
  75. binocular.debugeffect
  76. bot.crouch Forces a bot in view to crouch. [bool] - enables/disables crouch
  77. bot.exec_command [command] Executes a command on the bot you are looking at.
  78. bot.exec_command_all [command] Executes a command on all bots.
  79. bot.exec_command_sphere [radius] [command] Executes a command on all bots within a sphere.
  80. bradleyapc.spawnroadbradley
  81. buildingblock.debugwallpaperhealth When enabled, draws debug health bars for wallpaper objects on building blocks; admin-only
  82. buttons.altlook Input binding for the alternate look/freelook action
  83. buttons.attack Input binding for the primary attack/fire action
  84. buttons.attack2 Input binding for the secondary attack action (e.g. aim down sights)
  85. buttons.attack3 Input binding for the tertiary attack action (e.g. melee with a ranged weapon)
  86. buttons.autowalk Input binding for toggling auto-walk (walk forward without holding the key)
  87. buttons.backpack Input binding for opening/closing the player backpack
  88. buttons.backward Input binding for moving the player backward
  89. buttons.chat Input binding for opening the chat input
  90. buttons.clearmarkers Input binding for clearing all player-placed map markers
  91. buttons.compass Input binding for toggling the compass display
  92. buttons.console Input binding for opening/closing the developer console
  93. buttons.directionaldrop Input binding for dropping the active item in the direction the player is facing
  94. buttons.dropitemsingle Input binding for dropping a single unit from the selected item stack
  95. buttons.dropitemstack Input binding for dropping the entire stack of the selected item
  96. buttons.duck Input binding for crouching/ducking
  97. buttons.firemode Input binding for cycling the fire mode on the current weapon
  98. buttons.focusmap Input binding for focusing/zooming the in-game map to the player position
  99. buttons.forward Input binding for moving the player forward
  100. buttons.gestures Input binding for opening the gestures radial menu
  101. buttons.holsteritem Input binding for holstering/unholstering the currently held item
  102. buttons.hoverloot Input binding for looting the container or item the player is hovering over
  103. buttons.inventory Input binding for opening/closing the player inventory
  104. buttons.invnext Input binding for cycling to the next item in the hotbar
  105. buttons.invprev Input binding for cycling to the previous item in the hotbar
  106. buttons.jump Input binding for making the player jump
  107. buttons.left Input binding for strafing the player left
  108. buttons.lighttoggle Input binding for toggling the held item light or opening the item mod radial menu
  109. buttons.map Input binding for opening/closing the in-game map
  110. buttons.markcurrentpos Input binding for placing a map marker at the player current position
  111. buttons.nextskin Input binding for cycling to the next skin on the currently held item
  112. buttons.notea Input binding for playing the A note on an instrument
  113. buttons.noteasharp Input binding for playing the A# note on an instrument
  114. buttons.noteb Input binding for playing the B note on an instrument
  115. buttons.notebsharp Input binding for playing the B# note on an instrument
  116. buttons.notec Input binding for playing the C note on an instrument
  117. buttons.notecsharp Input binding for playing the C# note on an instrument
  118. buttons.noted Input binding for playing the D note on an instrument
  119. buttons.notedsharp Input binding for playing the D# note on an instrument
  120. buttons.notee Input binding for playing the E note on an instrument
  121. buttons.noteesharp Input binding for playing the E# note on an instrument
  122. buttons.notef Input binding for playing the F note on an instrument
  123. buttons.notefsharp Input binding for playing the F# note on an instrument
  124. buttons.noteg Input binding for playing the G note on an instrument
  125. buttons.notegsharp Input binding for playing the G# note on an instrument
  126. buttons.noteoctaveupmod Input binding for the octave-up modifier key held while playing instrument notes
  127. buttons.notesharpmod Input binding for the sharp modifier key held while playing instrument notes
  128. buttons.pets Input binding for opening the pet command radial menu
  129. buttons.ping Input binding for placing a map/world ping marker
  130. buttons.prevskin Input binding for cycling to the previous skin on the currently held item
  131. buttons.reload Input binding for reloading the current weapon
  132. buttons.right Input binding for strafing the player right
  133. buttons.slot1 Input binding for selecting hotbar slot 1
  134. buttons.slot2 Input binding for selecting hotbar slot 2
  135. buttons.slot3 Input binding for selecting hotbar slot 3
  136. buttons.slot4 Input binding for selecting hotbar slot 4
  137. buttons.slot5 Input binding for selecting hotbar slot 5
  138. buttons.slot6 Input binding for selecting hotbar slot 6
  139. buttons.snapping Input binding for hold-to-snap actions
  140. buttons.sprint Input binding for sprinting
  141. buttons.use Input binding for the use/interact action
  142. buttons.voice Input binding for push-to-talk voice chat
  143. buttons.wireslackdown Input binding for decreasing wire slack when placing electrical wiring
  144. buttons.wireslackup Input binding for increasing wire slack when placing electrical wiring
  145. buttons.zoomdecrease Input binding for decreasing the zoom level on variable-zoom scopes
  146. buttons.zoomincrease Input binding for increasing the zoom level on variable-zoom scopes
  147. buttons.zoomtoggle Input binding for toggling zoom/scope on applicable weapons
  148. cannon.debugcameraanimation
  149. carvablepumpkin.texturerequestdistance
  150. chat.add Server-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type
  151. chat.add2 Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume.
  152. chat.clear Clears all messages from the chat history display, removing all visible chat lines from the UI
  153. chat.enabled When enabled, this system is globally active; disable to deactivate the system for the current session
  154. chat.mute Mutes a player by name or Steam ID, hiding all their chat messages from the local player
  155. chat.muteglobal When enabled, mutes all global chat messages for the local player so they no longer appear in the chat UI
  156. chat.mutelist Prints a list of all players currently muted by the local player, showing their display names and Steam IDs
  157. chat.open Opens the chat input box, focusing it so the local player can begin typing a message immediately
  158. chat.unmute Unmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI
  159. chat.unmuteall Removes all mutes, restoring chat messages from every previously muted player
  160. cinematicentity.demohideobjects Hides cinematic entities during demos (Use group numbers in HideObjects)
  161. cinematicentity.removedemooverride Revert cinematic entities in demo playback to their original recorded state
  162. clan.showclantags If enabled then clan tags will be visible on player nameplates
  163. clan.toggleclan Toggles the clan GUI
  164. client.allowcameratiltondpv Flatten out tilting camera on DPV
  165. client.allowdiscordprovisionalaccount Allows signing in with a Discord provisional account; disabling forces full Discord authentication and restarts the Discord connection
  166. client.allowteaminvitesremoteplayers Allow team invites from distant players
  167. client.autoconnect Automatically connect to this server on every game launch. Has the same effect as if +connect … was supplied as a launch parameter.
  168. client.autosavepaintinginterval The timer duration for painting autosaving in seconds, with a minimum of 2s.
  169. client.autosavepaintings Will save painting progress occasionally if enabled. The timer duration is set by autoSavePaintingInterval.
  170. client.bag_unclaim_duration How long to hold down the unclaim button on the map
  171. client.bagassignmode Controls sleeping bag assignment behaviour on respawn; maps to the BagAssignMode enum (0 = assign nearest bag by default)
  172. client.benchmark Runs the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading
  173. client.benchmark_demo Runs a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling
  174. client.blockplayvideo When true, prevents the client from playing any video sent by the server via the PlayVideo command
  175. client.browser_ping_estimate When enabled, shows estimated ping values in the server browser instead of querying each server directly; faster but less accurate
  176. client.browser_ping_estimate_button Shows the ping estimate toggle button in the server browser UI
  177. client.browser_premium_tab Shows a dedicated premium servers tab in the server browser UI
  178. client.building_guide_mode 0 = off, 1 = during building, 2 = always
  179. client.buildingskin Default building skin ID sent to the server for new building blocks placed by this player
  180. client.buildingskinmetal Skin ID applied to metal-tier building blocks placed by this player
  181. client.buildingskinstone Skin ID applied to stone-tier building blocks placed by this player
  182. client.buildingskintoptier Skin ID applied to top-tier (armoured) building blocks placed by this player
  183. client.buildingskinwood Skin ID applied to wood-tier building blocks placed by this player
  184. client.cached_browser_enabled Enables the cached server browser, which uses a locally stored server list for faster initial display
  185. client.cached_browser_parallel Enables parallel fetching of cached server list data, which can speed up browser refresh on multi-core machines
  186. client.cached_browser_print_tag_errors When enabled, logs server browser tag parsing errors to the console for debugging custom server tag formatting
  187. client.cached_browser_refresh_cooldown Minimum seconds that must elapse before the full server browser list can be manually refreshed again
  188. client.cambone Name of the skeleton bone the camera tracks in third-person or demo camera mode; leave empty to use the default position
  189. client.camdist Distance in metres behind the player the third-person camera is positioned
  190. client.camfov Camera field of view in degrees for the main game camera; default is 70
  191. client.camlerp Smoothing factor for camera rotation interpolation; lower values produce smooth cinematic camera movement at the cost of responsiveness
  192. client.camlerptilt Allow camera tilt when lerping rotation
  193. client.camlookspeed Speed multiplier for camera look and pan speed
  194. client.camoffset Position offset applied to the camera relative to the tracked bone; world-space or local-space depending on camoffset_relative
  195. client.camoffset_relative When true, camoffset is applied in the camera's local coordinate space; when false it is applied in world space
  196. client.camphysical Enables physical camera mode on the main camera, allowing film-style sensor size and focal length settings
  197. client.camphysicalfocallength Sets the physical camera focal length in millimetres when physical camera mode is enabled
  198. client.camphysicalsensor Selects the physical camera sensor preset by index when physical camera mode is active; use camPhysicalSensorTypes to list available options
  199. client.camphysicalsensortypes Prints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor
  200. client.camspeed Speed multiplier for free camera movement in spectator or debug camera mode; higher values move faster
  201. client.camzoomlerp Smoothing factor for camera zoom transitions; lower values produce smoother zoom in/out
  202. client.camzoomspeed Speed multiplier for camera zoom; higher values zoom faster
  203. client.clampscreenshake Limits maximum screen shake intensity to prevent disorientation from high-intensity effects such as explosions
  204. client.connect Connects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers)
  205. client.connecthidden Connects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use
  206. client.consoletoggle Toggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab
  207. client.crosshair Shows or hides the crosshair overlay; when disabled no crosshair is rendered regardless of the equipped weapon
  208. client.debug_grenade_prediction Log why a throwable was not predicted: a failed bake, or a throw the prediction skipped
  209. client.debugdragdrop Enables debug logging for drag-and-drop item operations in the inventory UI
  210. client.debuglootsounds Enables debug logging for loot container sound events
  211. client.disconnect Disconnects from the current server; if a demo is being recorded it is also stopped before disconnecting
  212. client.drawrangevolumes Draw the ranges of sprinklers, Heaters etc
  213. client.enablefriendslogging When enabled, logs friend list events and Discord friend system messages to the console for debugging
  214. client.errortoasts_debug Show some additional debug information when something failed (building, item movement...)
  215. client.errortoasts_in_chat Show the red error toasts in chat instead (like before)
  216. client.fps Returns the current client frame rate in frames per second
  217. client.hammerhealthinfodisplaying Holding a hammer always displays health information for looked-at entities.
  218. client.hascompletedtutorial Tracks whether the player has completed the tutorial; sent as client info to the server to suppress future tutorial triggers
  219. client.hasdeclinedtutorial Tracks whether the player has declined the tutorial; sent as client info to the server to prevent repeated tutorial prompts
  220. client.headbob Enables first-person head bob animation while walking and running
  221. client.headlerp Smoothing factor for head rotation interpolation; 1.0 = instant snap, lower values add lag-compensating smoothness
  222. client.headlerp_inertia When enabled, applies momentum-based inertia to head rotation lerp, creating a natural follow-through effect
  223. client.hidedmsinstreamermode When streamer mode is active, also hides incoming direct messages from the chat UI
  224. client.hitcross Shows a hit indicator mark when damage is successfully dealt to another player or entity
  225. client.hurtpunch Enables screen punch and shake effect when the local player takes damage
  226. client.ignoreversiontag Allow servers of every version to show in the browser
  227. client.invertthirdpersoncamzoom If true, inverts the applied third-person camera distance to the target player when using the mouse scroll wheel
  228. client.io_arrow_important_only True = only show important ports, False = show every port
  229. client.io_arrow_mode 0 = off, 1 = on, 2 = deployed only, 3 = preview only
  230. client.log_premium_status When enabled, logs premium status check results to the console for debugging the premium verification flow
  231. client.lookatradius The radius of the sphere trace used to determine what you're looking at
  232. client.map_marker_autoname false = no name, true = numbered name
  233. client.map_marker_color -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
  234. client.maxdecryptqueuebytes Maximum total byte size of packets waiting for client-side decryption
  235. client.maxdecryptqueuelength Maximum number of encrypted packets that can wait in the client decryption queue before being dropped
  236. client.maxdecryptthreadwait Maximum milliseconds the decryption thread blocks before timing out on the client (clamped 1-1000)
  237. client.maxmainthreadwait Maximum milliseconds the main game thread waits for a network operation before timing out (clamped 1-1000)
  238. client.maxpacketspersecond_effect Maximum effect (particle/sound) packets per second the client will process; caps visual effect spam from the server
  239. client.maxpacketspersecond_voice Maximum voice chat packets per second the client will process; limits voice bandwidth consumption
  240. client.maxpeerspersecond Maximum peer-to-peer events the client processes per second; limits the impact of high-frequency voice and effect spam
  241. client.maxreadqueuebytes Maximum total byte size of the client incoming packet read queue; excess packets are dropped to prevent memory exhaustion
  242. client.maxreadqueuelength Maximum number of packets that can be queued in the client incoming read queue; excess packets are dropped
  243. client.maxreadthreadwait Maximum milliseconds the dedicated read thread blocks waiting for incoming data before timing out (clamped 1-1000)
  244. client.maxreceivetime Maximum milliseconds the network receive thread is allowed to run per frame on the client (clamped 10-1000)
  245. client.maxunack Max amount of unacknowledged messages before we assume we're congested
  246. client.maxwritequeuebytes Maximum total byte size of the client outgoing packet write queue
  247. client.maxwritequeuelength Maximum number of packets that can be queued in the client outgoing write queue; excess packets are dropped
  248. client.maxwritethreadwait Maximum milliseconds the dedicated write thread blocks waiting to send data before timing out (clamped 1-1000)
  249. client.openuseroverlay Opens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration
  250. client.orbitcamdist Distance in metres from the target that the orbit camera maintains
  251. client.orbitcamhold Keep the dev orbit camera (hold alt in third person) where you left it on releasing alt, instead of snapping back behind the player
  252. client.orbitcamlookspeed Mouse sensitivity when orbiting with the orbit camera; higher values make the camera orbit faster
  253. client.ping Returns the client current round-trip ping to the server in milliseconds
  254. client.ping_test Forces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers
  255. client.playerseed Forces the local player's or a named player's character model to use the specified seed value; admin/developer only
  256. client.playvideo Downloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set
  257. client.prediction Enables client-side movement prediction; disabling causes rubber-banding on movement but can help isolate network desync issues
  258. client.premium_refresh_interval Interval in seconds between automatic client-side premium status rechecks; clamped between 30 and 3600 seconds
  259. client.printdecryptqueue Prints the current client decryption queue depth including packet count and byte size
  260. client.printeyes Print the current player eyes.
  261. client.printgrid Print the current player position.
  262. client.printhead Print the current player head.
  263. client.printinput Print the current player input.
  264. client.printpos Print the current player position.
  265. client.printposcenter Print the current player center position.
  266. client.printreadqueue Prints the current client incoming network read queue depth including packet count and byte size
  267. client.printrot Print the current player rotation.
  268. client.printspeed Print the speed the current player is travelling in world space
  269. client.printwritequeue Prints the current client outgoing network write queue depth including packet count and byte size
  270. client.prioritize_favourite_servers When enabled, favourite servers are sorted to the top of the server browser list
  271. client.prioritize_premium_servers When enabled, premium servers are sorted to the top of the server browser list
  272. client.prioritize_secure_servers When enabled, EAC-secured servers are sorted above non-secure servers in the browser
  273. client.pushtotalk When enabled voice-chat will be in push-to-talk mode instead of always on
  274. client.qualify_premium_override Overrides the premium server qualification check; 0 = default check, non-zero forces a specific qualification result
  275. client.receivelatency Simulated read latency in milliseconds added to all incoming packets; useful for testing behaviour on high-latency connections
  276. client.recheck_premium Setting to true triggers an immediate recheck of this client's premium status
  277. client.report Dumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file
  278. client.reportbug Opens the in-game bug report dialog
  279. client.reportplayer Opens the report player dialog; optionally pre-fills it with the provided Steam ID
  280. client.requesttutorialfromserver Sends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first
  281. client.respawnloadout Serialised respawn loadout string sent to the server; used for custom starting item sets in tutorial or developer contexts
  282. client.rockskin Skin ID applied to the player's rock tool
  283. client.selectedbuttoncolour Preferred colour index when placing buttons
  284. client.selectedindustrialdeployablecolour Preferred colour index when placing industrial deployables
  285. client.selectedshippingcontainerblockcolour Preferred colour index when placing shipping container building blocks
  286. client.server_restart_warnings_in_chat Show the server restart warning toasts in chat instead (like before)
  287. client.setlocalplayervisible When called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer
  288. client.setunderwear Sets the player's underwear model by item short name; updates the client skin var and notifies the server of the change
  289. client.shieldonback Shield stays on back while holding one handed weapons.
  290. client.showcaminfo Shows a debug camera info overlay displaying the current sensor name, focal length, and effective field of view values
  291. client.showgrowableui Shows the growable plant management UI panel when looking at a planted seed or plant
  292. client.showmissionprovidersonmap When enabled, shows mission provider NPC location markers on the in-game map overlay
  293. client.showsashes When enabled, shows alliance or team sash decorations on player character models
  294. client.showsleepingbagsonmap When enabled, shows sleeping bag and bed location markers on the in-game map overlay
  295. client.showtogglegrowableui Shows the toggle button that opens and closes the growable plant management UI
  296. client.showvendingmachinesonmap When enabled, shows vending machine location markers on the in-game map overlay
  297. client.shuffleplayerseed Randomises the local player's character model seed, generating a new random appearance; admin/developer only
  298. client.skins_access -1 to disable all skin access, 0 for account skin access (default), 1 for all skin access
  299. client.sortskinsrecentlyused When enabled, recently used skins appear at the top of the skin selector list for quicker reuse
  300. client.sv Forwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions
  301. client.throwprediction Show a client-predicted grenade the instant you throw it, instead of waiting for the server to spawn it
  302. client.throwprediction_handorigin Predicted grenades leave the hand and converge onto the real arc, instead of appearing at the eyes
  303. client.toggleshieldback Toggles whether to block with your shield or stow it on your back.
  304. client.torchskin Skin ID applied to the player's torch item
  305. client.underwearskin Skin ID of the player's underwear; saved client info sent to the server for character model rendering
  306. client.updaterendererswhenoffscreen Update Skin Renderers when offscreen.
  307. commands.echo
  308. commands.find
  309. console.clear Clears all entries from the in-game console UI output window
  310. console.copy Copies the entire contents of the in-game console UI output to the system clipboard
  311. console.erroroverlay
  312. copypaste.cancel Cancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds
  313. copypaste.copyboat Copies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats
  314. copypaste.copybox Copies all entities within the current pos1/pos2 selection box to a named paste file; captures a screenshot thumbnail; add --overwrite to replace an existing paste
  315. copypaste.copybuilding Copies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include
  316. copypaste.copyradius Copies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing
  317. copypaste.cut Copies the current selection box to a paste file then immediately kills all entities in that box; combines copybox and killbox into a single cut operation
  318. copypaste.deletepaste <name>
  319. copypaste.download_paste Asks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply
  320. copypaste.drawselection When enabled, draws a visual wireframe box in the world showing the current pos1/pos2 copy/paste selection bounds; disable to hide the selection visualiser
  321. copypaste.killbox Destroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation
  322. copypaste.list_pastes Lists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer
  323. copypaste.listpastes Lists all paste files stored in the local client copypaste directory and prints their names to the console
  324. copypaste.loadclipboard Loads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command
  325. copypaste.paste Pastes the clipboard (or named) paste at the player's current position, respecting all active paste filter flags (paste_npcs, paste_deployables, etc.)
  326. copypaste.paste_auth Should the admin be automatically authed on every entity in the paste
  327. copypaste.paste_building_only When enabled, only building blocks are pasted and all other entity types (deployables, NPCs, vehicles) are excluded regardless of other paste flags
  328. copypaste.paste_deployables When enabled, deployable items (doors, turrets, boxes, etc.) are included when pasting; disable to paste only building blocks
  329. copypaste.paste_foundations_only When enabled, only foundation building blocks are pasted; useful for quickly laying out a base footprint without pasting the full structure
  330. copypaste.paste_grid Pastes the specified paste file in an X by Z grid centred on the player, oriented to the player's facing direction; args: name x_count z_count spacing_metres
  331. copypaste.paste_height_offset Vertical offset in metres applied to the paste position; positive values raise the pasted structure above the target point, negative values lower it
  332. copypaste.paste_line Pastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres
  333. copypaste.paste_npcs When enabled, NPC entities are included when pasting a copied selection; disable to paste only the structure without any bots or animals
  334. copypaste.paste_players When enabled, player entities recorded in the paste are spawned when pasting; normally disabled as pasting players is only needed in specific cinematic/test scenarios
  335. copypaste.paste_resources When enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection
  336. copypaste.paste_snap_terrain When enabled, the pasted structure is snapped vertically to the terrain height at the paste position rather than preserving its original world height
  337. copypaste.paste_vehicles When enabled, vehicle entities are included when pasting a copied selection
  338. copypaste.pos1 Sets position 1 of the copy/paste selection box to the player's current world position; use pos2 to set the opposite corner
  339. copypaste.pos2 Sets position 2 (the opposite corner) of the copy/paste selection box to the player's current world position; updates the selection bounds when both positions are set
  340. copypaste.printselection_cl Sends the current selection bounds to the server and prints a list of all entity names that fall within that box; useful for previewing a copy before committing
  341. copypaste.renamepaste Renames a locally stored paste file; args: old_name new_name; fails if the old name does not exist or the new name is already taken
  342. copypaste.saveclipboard Saves the current clipboard paste to a named file on disk; add --overwrite to replace an existing paste with the same name
  343. copypaste.setscreenshot <name> Takes a screenshot of what you're looking at and set it as the thumbnail of that file.
  344. copypaste.undopaste Sends an undo request to the server to destroy all entities spawned by the calling player's most recent paste operation
  345. copypaste.viewscreenshot <name>
  346. countryphrases.debug_browser_codes
  347. crabswarm.framebudgetms How many milliseconds to budget for simulating crab swarms per frame. Swarms that miss out still draw, they just catch up next time.
  348. crosshair.color 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black
  349. crosshair.dotsize Size of center dot [0-5]
  350. crosshair.dynamic_spacing When holding a gun, crosshair reticle spacing changes depending on accuracy
  351. crosshair.dynamic_visibility Crosshair gets hidden when aiming, alt-looking or not holding a gun
  352. crosshair.generate_code Generate a code from the current crosshair settings and copy it to clipboard
  353. crosshair.length Length of the outer lines [1-20]
  354. crosshair.load_code Load and apply crosshair settings from a code
  355. crosshair.outline Outline enabled true/false
  356. crosshair.outlinecolor 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white
  357. crosshair.reset_to_default Apply the default crosshair configuration
  358. crosshair.spacing Spacing of the outer lines [0-3]
  359. crosshair.style 0=default | 1=dot | 2=T-shape
  360. crosshair.width Width of the outer lines [1-8]
  361. culling.debugdrawhizmipchain Render entire HiZ mip chain on screen
  362. culling.debugdrawhizoverlay Render overlay depth overlay. Pass -1 to disable, or pass up to 7 to draw specific layer
  363. culling.debugid Isolate visualization of culling.debug to a specific mesh
  364. culling.debuglookat Try to pick a renderer from physics raycast
  365. culling.debugmask Bitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds
  366. culling.debugrange Filters debug rendering for occludees outside the range
  367. culling.debugscreenbounds Shows screen space bounds of registered occluders
  368. culling.debugshowoccluderid When debug is set to 1 or 2, renders out the ID of the occluder
  369. culling.debugshowstats Render stats on screen continuously
  370. culling.dynamic_occlusion_pausing 0 = parent only, 1 = check if parent can move, 2 = check if doors are opening
  371. culling.entitymaxdist Maximum distance to show any players in meters
  372. culling.entityminculldist Entity of any kind will always be visible closer than this
  373. culling.entityminshadowculldist Minimum distance at which we start disabling shadows for entities
  374. culling.entityupdaterate How many times per second to check for visibility
  375. culling.env Enable environment culling
  376. culling.envmindist Minimum distance in meters to start culling environment
  377. culling.extralodsteps How many extra steps of LOD checking to do when validating object visibility. Higher number is more accurate, but more expensive
  378. culling.log_dynamic_occlusion Log dynamic occlusion changes to console
  379. culling.nodatavisible Default visibility for unknown data during reprojection; e.g. rotating camera fast.
  380. culling.print_occlusion Prints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible
  381. culling.printstats Print buffer stats of occlusion system
  382. culling.safemode Culling safe mode; VERY SLOW and LEAKY... for debugging purposes only
  383. culling.skinned_placeholder Should skinned renderers be replaced with static renderers when possible
  384. culling.toggle Enable/Disable occlusion culling
  385. dartsgame.debug
  386. data.export Exports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path
  387. ddraw.arrow arrow {duration} {color} {start} {end} {headSize} {distanceFade} {zTest} {entityId} {id}
  388. ddraw.box box {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} {entityId} {id}
  389. ddraw.capsule capsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} {zTest} {entityId} {id}
  390. ddraw.clear Clears all active DDraw debug shapes and text overlays from the client display
  391. ddraw.clearid Clears active DDraw debug shapes and text overlays from the client display based on ID
  392. ddraw.hideddrawduringdemo When enabled, suppresses all DDraw debug overlay rendering during demo playback so debug shapes do not appear in recorded footage
  393. ddraw.line line {duration} {color} {start} {end} {distanceFade} {zTest} {entityId} {id}
  394. ddraw.max_ddraw_count max_draw_count {max value} (0 = unlimited)
  395. ddraw.sphere sphere {duration} {color} {start} {radius} {distanceFade} {zTest} {entityId} {id}
  396. ddraw.text text {duration} {color} {pos} {text} {distanceFade} {zTest} {scale} {entityId} {id}
  397. ddraw.use_instancing Enables GPU instancing for DDraw debug shapes, batching repeated geometry (spheres, boxes, lines) into fewer draw calls for better debug performance
  398. ddraw.use_instancing_for_text Enables GPU instancing for DDraw debug text labels; reduces draw call cost when many text overlays are visible simultaneously
  399. debug.allowduplicatecommandsinconsolehistory Inputting the same command multiple times in the console will only add one instance to history
  400. debug.ambientvolumes Whether or not to update ambient light from environment volumes
  401. debug.animatorsubsystemdebug
  402. debug.blockwearablematerialrandomisation When enabled, prevents the random material variant selection on wearable items, forcing them to always use the base material
  403. debug.callbacks When enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains
  404. debug.checktriggers When enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes
  405. debug.clear_bushes Removes all client-side bush and fern decor objects within the given radius of the player or camera; also sends the radius to the server to clear server-side counterparts
  406. debug.clear_trees Sends a command to clear tree decor objects within the given radius of the player or camera position; only affects server-side trees when not in demo playback
  407. debug.clearallfogofwar Clears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action
  408. debug.cmbrainforcedisable When true, forcibly disables the CameraMan brain component, preventing it from overriding camera control; useful for manual camera debugging
  409. debug.copydebugworldinfo Copies current world debug info (position, level name, world size, seed) to the system clipboard
  410. debug.debugboatissue Prints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data
  411. debug.debugcamera Enable debug camera mode
  412. debug.debugcamera_autoload Automatically load the debug camera state whenever toggling it
  413. debug.debugcamera_autosave Automatically save the debug camera state whenever toggling it
  414. debug.debugcamera_bonerotation Apply target bone rotation to debug camera
  415. debug.debugcamera_clear Clears all saved debug camera positions from the current CameraMan instance
  416. debug.debugcamera_cyclebone Key binding that cycles the debug camera target to the next bone on the currently targeted entity
  417. debug.debugcamera_dollyback Key binding that moves the debug camera backward along its dolly axis
  418. debug.debugcamera_dollyforward Key binding that moves the debug camera forward along its dolly axis
  419. debug.debugcamera_dollyspeed Movement speed multiplier applied when dollying the debug camera forward or backward
  420. debug.debugcamera_fov Get/Set debug camera FOV
  421. debug.debugcamera_guide Get/Set debug camera guide
  422. debug.debugcamera_guide_aspectratio Get/Set debug camera guide aspect ratio
  423. debug.debugcamera_guide_color Get/Set debug camera guide color
  424. debug.debugcamera_list Lists all saved debug camera positions stored in the current CameraMan instance
  425. debug.debugcamera_load Loads a previously saved debug camera state by name and applies it to the active CameraMan instance
  426. debug.debugcamera_lock Locks the debug camera in place
  427. debug.debugcamera_lookat Enable/Disable 'lookat' mode when using debugcamera_unfreeze
  428. debug.debugcamera_lower Key binding that lowers the debug camera vertically
  429. debug.debugcamera_offset World-space positional offset applied to the debug camera position relative to its target; saved across sessions
  430. debug.debugcamera_preserve Preserve the initial debug camera state through game restarts
  431. debug.debugcamera_raise Key binding that raises the debug camera vertically
  432. debug.debugcamera_save Saves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot)
  433. debug.debugcamera_savetofile Saves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups
  434. debug.debugcamera_shake Shake debug camera [amplitude, frequency, duration]
  435. debug.debugcamera_stopshake Stops all debug camera shaking
  436. debug.debugcamera_target Set debug camera target entity
  437. debug.debugcamera_targetbind Key binding that sets the current debug camera target to the entity the player is looking at
  438. debug.debugcamera_targetprint Prints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted
  439. debug.debugcamera_unfreeze Unfreeze the player when in debug camera mode
  440. debug.debugcamera_zoomin Key binding that zooms the debug camera in (decreases FOV)
  441. debug.debugcamera_zoomout Key binding that zooms the debug camera out (increases FOV)
  442. debug.debugclientmountmenu DDraw the reason the client mount menu of entities gets blocked
  443. debug.debugdismountduration Duration in seconds to keep ddraw for dismount attempts visible
  444. debug.debugdismounts Shows some debug info for dismount attempts.
  445. debug.disablecameramovementwhilereceivingsnapshot Prevents the camera from moving while the initial world snapshot is being received, avoiding disorienting camera jumps during connect
  446. debug.disablefoliageinstancingwhileloading Disables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading
  447. debug.disablewaterrenderingwhileloading Disables the water rendering system during the initial world load to reduce GPU overhead and speed up the loading screen
  448. debug.dofexposerforcedisable When true, forcibly disables the depth-of-field exposer component on the client camera; useful for debugging DOF interaction issues
  449. debug.drawcolliders Draw colliders
  450. debug.drawcolliders_hide_preventbuilding Prevents prevent building volumes from being drawn with drawcolliders
  451. debug.drawcolliders_hide_triggers Prevents triggers from being drawn with drawcolliders
  452. debug.drawlootcountdowns Draws the remaining loot refresh countdown above nearby loot containers
  453. debug.drawlootcountdowns_radius Radius around the player to show loot countdowns in when drawlootcountdowns is enabled
  454. debug.ent_find_radius Get a list of entity info in radius
  455. debug.fakespeechplayer Fakes mouth movement of the supplied player (like they're speaking)
  456. debug.forcecrash Intentionally crash the process to verify the native crash handler. Optional category: accessviolation (default), fatalerror, abort, purevirtual, monoabort
  457. debug.invokeperformancetracking When enabled, activates the invoke profiler to track per-invoke execution time; sets the profiler mode to 2 for detailed timing
  458. debug.log When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output
  459. debug.lookingat Print info about what the player is currently looking at
  460. debug.lookingat_debug Enable debug mode on the entity we're currently looking at
  461. debug.noclip Toggle admin no clipping
  462. debug.oninventorychanged When enabled, fires the client-side inventory changed callback whenever inventory contents update; disabling suppresses these callbacks for testing
  463. debug.printanimators Prints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances
  464. debug.printcullingvolumeinfo Prints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active
  465. debug.printdebugworldinfo Prints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled
  466. debug.printqueues
  467. debug.printterrainconfig Prints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active
  468. debug.renderinfo
  469. debug.repeatcommand Repeats the last command entered into the console window
  470. debug.resetfogofwar Resets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective
  471. debug.setcreative_ui Set/remove creative mode UI for your player (Does not activate creative mode!)
  472. debug.setinvis_ui Set/remove debug.invis UI for your player (Does not activate debug.invis!)
  473. debug.showallcullingvolumes When enabled, draws debug visualisations for all CullingVolume trigger colliders in the scene; useful for auditing culling zone coverage
  474. debug.showentities <entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius.
  475. debug.showviewmodelaimhelper When enabled, renders the viewmodel aim helper debug visualisation in the client viewport; used to tune weapon aiming assist hitboxes
  476. debug.showworldinfoinperformancereadout When enabled, appends world position and seed info to the on-screen performance readout overlay
  477. debug.skyreflection Whether or not to update the sky reflection probe
  478. debug.stall Stalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
  479. debug.testerror Logs a test error and exception for testing error display.
  480. debug.viewmodelaimhelpwidth Width in world units of the viewmodel aim helper debug visualisation; controls how wide the aim assistance region appears when showViewmodelAimHelper is on
  481. debug.waterfactorprintout When enabled, logs the current water factor value affecting the camera to the console each frame; useful for debugging underwater transition rendering
  482. decal.cache Enables a decal cache that reuses identical decal instances rather than spawning new ones, reducing draw calls for repeated surface impacts
  483. decal.capacity Maximum number of decals allowed per surface at any one time; older decals are removed when this limit is reached to prevent surface clutter
  484. decal.clear Immediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks
  485. decal.instancing Enables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance
  486. decal.limit Global maximum number of active decal instances across the entire scene; older decals are removed when the limit is reached
  487. decor.quality Controls draw distance and density of decorative foliage and props (0-100); lower values reduce decoration rendering for better performance
  488. deepsea.debug_portals_visible When enabled, renders debug visualisers for all deep sea portal positions on the client; useful for verifying portal placement during development
  489. deepsea.islands_billboard_scale Scale multiplier for the deep sea island billboards
  490. deepsea.mainisland_billboard_scale Scale multiplier for the main island billboard seen from the deep sea
  491. demo.autodebugcam Automatically switch to the debug cam when loading a demo
  492. demo.browser Opens demo browser
  493. demo.cinematicshake Use the cinematic multi-layer camera shake in demos.
  494. demo.cinematicshake_amplitude
  495. demo.cinematicshake_frequency
  496. demo.compatibilitylayer Enable demo compatibility layer to resolve renamed/moved prefabs from older recordings
  497. demo.compressshotkeyframes Compresses demo shot keyframes, saving space at the cost of fidelity
  498. demo.dollyaddkey Adds a dolly camera keyframe at the current camera position while in the demo dolly editor
  499. demo.dollypreview Shows a picture in picture preview of the dolly camera while the demo dolly editor is open
  500. demo.dollypreview_fps How many times a second the demo dolly editor preview re-renders
  501. demo.dollypreview_height Vertical resolution of the demo dolly editor preview
  502. demo.dollyremovekey Removes the dolly camera keyframe the camera is looking at while in the demo dolly editor
  503. demo.forcepowergridstage When >= 0, forces powergrid stage to return as this value during demo playback. -1 for whatever the saved value is in the demo timeline.
  504. demo.jump Jump to a set time within the demo
  505. demo.newui Enables the new demo UI, can be toggled while in a demo
  506. demo.pause Pauses a running demo (same as setting timescale to 0)
  507. demo.play Plays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning
  508. demo.playernames Prints all player names in the demo
  509. demo.readcfg Reads the cfg for the current playing demo. This is run when starting a demo
  510. demo.record Starts recording a client-side demo to a file with the given name in the demos/ folder; requires being connected to a server
  511. demo.recorder Show/hide demo recorder UI
  512. demo.redocurrentshot During demo playback, resets the current camera shot back to its start, replaying it from the beginning
  513. demo.resume Resumes a running demo
  514. demo.showcommunityui When enabled, shows community UI elements (clan tags, badges) during demo playback
  515. demo.showlocalplayernametag When enabled, shows the local player name tag above their head during demo playback; useful for identifying the recorded player in third-person shots
  516. demo.skip Skip forward or backwards by a set amount of seconds. Use negative numbers to go backwards.
  517. demo.stop Stops any active client-side demo recording or playback and finalises the file
  518. demo.timeline_max_zoom Maximum demo timeline zoom multiplier, default to 0 for auto.
  519. demo.timescale Playback speed multiplier for demo replay; 1.0 = real-time, 2.0 = double speed, 0.5 = half speed; clamped to 0-50
  520. demo.togglehud Toggles the demo playback HUD on or off, equivalent to toggling demo.ui
  521. demo.togglenvg Toggles NVG screen effect (only works in demos)
  522. demo.toggleplay Toggles demo playback between play and pause; bind a key to this for the demo editor
  523. demo.togglerecord Toggles camera path recording on or off while in the demo record camera mode
  524. demo.ui When enabled, shows the demo playback control UI overlay during demo playback; disabling hides all playback controls
  525. drone.windlerpspeed
  526. drone.windpositiondivisor
  527. drone.windpositionscale
  528. drone.windrotationmultiplier
  529. drone.windtimedivisor
  530. effects.antialiasing Anti-aliasing mode: 0 = None, 1 = FXAA, 2 = SMAA, 3 = TSSAA (temporal); higher modes reduce jagged edges at increasing GPU cost
  531. effects.ao Enables ambient occlusion post-processing; adds contact shadows in corners and crevices, improving depth perception at a moderate GPU cost
  532. effects.bloom Enables bloom post-processing; causes bright light sources and emissive surfaces to bleed glow onto surrounding pixels
  533. effects.clearallgibs Destroys all currently active gib (debris) objects in the world and reports the count removed; useful for recovering performance after a large battle
  534. effects.creationeffects When enabled, plays visual effects (sparks, dust, etc.) when objects are built or placed in the world
  535. effects.currentgibcount Prints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached
  536. effects.footsteps When enabled, plays footstep sounds for the local player; disabling silences footsteps without affecting other audio
  537. effects.hurtoverlay Enables the blood/damage overlay displayed on-screen when the player takes damage; disable to reduce visual clutter when injured
  538. effects.hurtoverleyapplylighting When enabled, the hurt overlay is tinted by the current scene lighting rather than displayed as a flat colour, making it blend more naturally with the environment
  539. effects.lensdirt Enables lens dirt overlay; adds a subtle dirt/smudge texture to the camera lens bloom, simulating a dirty camera sensor
  540. effects.maxgibdist Maximum distance in metres at which gib objects are visible and simulated; gibs beyond this range are culled to save CPU and GPU
  541. effects.maxgiblife Maximum lifetime in seconds a gib object is kept alive before being automatically removed, regardless of the gib budget
  542. effects.maxgibs Maximum number of gib (debris) objects that can exist in the world simultaneously; excess gibs are culled oldest-first to stay within this budget
  543. effects.mingiblife Minimum lifetime in seconds a gib object persists before it can be destroyed by the gib budget cull
  544. effects.motionblur Enables motion blur post-processing; blurs fast-moving objects and camera rotations to simulate camera shutter exposure
  545. effects.otherplayerslightflares When enabled, renders light flare effects on torch flames and other light sources held or worn by other players; disable to reduce visual noise in crowded areas
  546. effects.shafts Enables god ray / light shaft effects; renders volumetric light beams through foliage and openings, increasing atmospheric quality
  547. effects.sharpen Enables sharpening post-processing pass; enhances fine detail and edge contrast, particularly useful when TSSAA softens the image
  548. effects.showoutlines Show outlines of objects when applicable i.e. dropped items
  549. effects.vignet Enables vignette post-processing; darkens the screen edges to draw focus toward the centre of the view
  550. effectscalewithcameradistance.on When enabled, effects that use EffectScaleWithCameraDistance will scale their size based on the distance from the camera; disable to use fixed size
  551. electricbattery.battery 'charge' (default to full), 'deplete'
  552. entity.debug_lookat Prints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list
  553. entity.downloadsign Downloads the sign currently being looked at to disk with the supplied filename
  554. entity.find_entity Lists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client
  555. entity.find_group Lists all networked entities belonging to the given network group ID in a formatted table; admin-only on client
  556. entity.find_id Lists the networked entity with the given network entity ID in a formatted table; admin-only on client
  557. entity.find_parent Lists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client
  558. entity.find_radius Lists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client
  559. entity.find_self Lists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client
  560. entity.find_status Lists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client
  561. entity.spawn Spawns a client-side entity by prefab name or path at the position the local player is looking at; admin/developer only
  562. entity.spawnat spawnat <entityName> <worldPos> [worldRotationAngles]
  563. entity.spawnhere spawnhere <entityName> [distance] [worldRotationAngles]
  564. entity.spawnitem Spawns a dropped item entity client-side by item short name at the local player look position; admin/developer only
  565. entity.spawnview Spawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles]
  566. entity.uploadsign Sets a sign to display the given PNG image
  567. env.cloudmovement When enabled, cloud layers move across the sky over time; disabling freezes clouds in place for consistent lighting or screenshots
  568. env.cloudrotation Current rotation angle of the cloud layer in degrees; can be set to reposition clouds for lighting tests or screenshots
  569. env.nightlight_debugcamera_enabled Toggles nightlight screen effect when using debug camera
  570. env.nightlight_enabled When enabled, ambient night lighting is applied at night; disabling makes nights pitch-black for horror or specific event scenarios
  571. env.skyrotation Rotates the entire sky environment (including sun and moon positions) by the given angle; useful for controlling light direction without changing time of day
  572. espcanvas.colourcodeteams Admin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDs
  573. espcanvas.disableocclusionchecks Admin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of walls
  574. espcanvas.maxnameplates Max amount of nameplates to show at once
  575. espcanvas.nameplateautosize Admin-only: Should the nameplates size dynamically change based on distance?
  576. espcanvas.nameplateautosize_falloff Admin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances).
  577. espcanvas.overridemaxdisplaydistance Admin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distance
  578. espcanvas.showhealth Admin-only: when enabled, player health values are shown in ESP player info elements above each player
  579. espcanvas.showvoip Admin-only: when enabled, an icon will be displayed as part of ESP player info elements for each player that is currently communicating over in-game voice chat
  580. espcanvas.userandomteamcolours Admin-only: when enabled, ESP player info team colours are randomised per team rather than using the configured team ID colour mapping
  581. espplayerinfo.blueteamid Team ID value used to colour-code ESP player info elements in blue for admin team identification; saved and server-settable
  582. espplayerinfo.framebudgetms
  583. espplayerinfo.grayteamid Team ID value used to colour-code ESP player info elements in gray for admin team identification; saved and server-settable
  584. espplayerinfo.greenteamid Team ID value used to colour-code ESP player info elements in green for admin team identification; saved and server-settable
  585. espplayerinfo.lavenderteamid Team ID value used to colour-code ESP player info elements in lavender for admin team identification; saved and server-settable
  586. espplayerinfo.mintteamid Team ID value used to colour-code ESP player info elements in mint for admin team identification; saved and server-settable
  587. espplayerinfo.orangeteamid Team ID value used to colour-code ESP player info elements in orange for admin team identification; saved and server-settable
  588. espplayerinfo.pinkteamid Team ID value used to colour-code ESP player info elements in pink for admin team identification; saved and server-settable
  589. espplayerinfo.purpleteamid Team ID value used to colour-code ESP player info elements in purple for admin team identification; saved and server-settable
  590. espplayerinfo.redteamid Team ID value used to colour-code ESP player info elements in red for admin team identification; saved and server-settable
  591. espplayerinfo.yellowteamid Team ID value used to colour-code ESP player info elements in yellow for admin team identification; saved and server-settable
  592. file.debug Enables verbose debug logging for the file system abstraction layer, logging all file read/write operations to the console
  593. file.time When enabled, measures and logs the time taken for each file system operation, helping identify slow asset or config file loading
  594. fps.build_info Show build information in the F8 performance overlay if available
  595. fps.frame_timing Show detailed frame timing bars in the F8 performance overlay
  596. fps.graph Controls the FPS graph overlay mode; 0 = off, higher values show increasingly detailed frame time graphs and performance metrics
  597. fps.limit Target application frame rate cap; 0 = unlimited; on client clamped to 240; on server limits tick dispatch rate; saved between sessions
  598. fps.limitinbackground When enabled, caps the frame rate to 15 FPS when the game window loses focus, reducing CPU/GPU usage while the game is in the background
  599. fps.limitinmenu When enabled, applies the fps.limit cap while in the main menu, preventing unnecessary GPU usage on the menu screen
  600. fps.rainbow Show the old rainbow bar in the F8 performance overlay
  601. fps.startlogging This is going to log your FPS into a file, call stoplogging to stop the logging
  602. fps.stoplogging Stops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk
  603. fps.world_info Show world information in the F8 performance overlay
  604. fuzzysearch.search_similarity_modifier How similar the server name must be to the search filter to be included in the results. (0 is exact match, 1 is no match at all)
  605. gametip.hidegametip Hides the game tip HUD element, fading it out over 1 second; can be called from server
  606. gametip.listgametips Returns the array of all registered game tip definitions for console inspection
  607. gametip.server_event_tips Whether server events will show on the client as toast notifications
  608. gametip.showgametip Displays a game tip message on the HUD using the game tip canvas, fading it in over 1 second; can be called from server
  609. gametip.showgametips When enabled, game tips can be displayed on the HUD; disable to suppress all game tip messages; saved between sessions
  610. gametip.showtoast Will show a game tip on the player screen <style> <text>
  611. gametip.showtoast_translated Will show a translated game tip on the player screen <style> <key> <english> <overlay> <args>
  612. gc.alloc Allocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput
  613. gc.buffer Raw size in bytes of the GC buffer allocation; do not set directly - use gc.buffer_enabled and let the system manage allocation
  614. gc.buffer_enabled Enables the managed memory GC buffer, which pre-allocates a buffer to delay GC collections and reduce GC-induced frame hitches
  615. gc.collect Triggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
  616. gc.debuglevel Controls the verbosity of GC debug output; higher values print more details about collection frequency and memory pressure
  617. gc.enabled When enabled, this system is globally active; disable to deactivate the system for the current session
  618. gc.incremental_enabled Read-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime
  619. gc.incremental_milliseconds Time slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames
  620. gc.unload Calls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
  621. geolocation.auto_detect_country
  622. geolocation.geo_status Print current GeoLocation state
  623. geolocation.phrases_count Print how many country phrases are loaded
  624. geolocation.search Simulate a country search query and log matching results
  625. geolocation.window_state Print UI_CountrySelection window state
  626. gesturecollection.showadmincinematicgesturesinbindings When enabled, admin-only cinematic gestures are shown in the gesture binding UI for assignment
  627. gesturecollection.slot0ring0bind Saved gesture binding for radial menu ring 0, slot 0; default clap
  628. gesturecollection.slot0ring1bind Saved gesture binding for radial menu ring 1, slot 0; empty by default
  629. gesturecollection.slot10ring0bind Saved gesture binding for radial menu ring 0, slot 10; default raiseroof
  630. gesturecollection.slot10ring1bind Saved gesture binding for radial menu ring 1, slot 10; empty by default
  631. gesturecollection.slot11ring0bind Saved gesture binding for radial menu ring 0, slot 11; default cabbagepatch
  632. gesturecollection.slot11ring1bind Saved gesture binding for radial menu ring 1, slot 11; empty by default
  633. gesturecollection.slot12ring0bind Saved gesture binding for radial menu ring 0, slot 12; default twist
  634. gesturecollection.slot12ring1bind Saved gesture binding for radial menu ring 1, slot 12; empty by default
  635. gesturecollection.slot1ring0bind Saved gesture binding for radial menu ring 0, slot 1; default surrender
  636. gesturecollection.slot1ring1bind Saved gesture binding for radial menu ring 1, slot 1; empty by default
  637. gesturecollection.slot2ring0bind Saved gesture binding for radial menu ring 0, slot 2; default hurry
  638. gesturecollection.slot2ring1bind Saved gesture binding for radial menu ring 1, slot 2; empty by default
  639. gesturecollection.slot3ring0bind Saved gesture binding for radial menu ring 0, slot 3; default ok
  640. gesturecollection.slot3ring1bind Saved gesture binding for radial menu ring 1, slot 3; empty by default
  641. gesturecollection.slot4ring0bind Saved gesture binding for radial menu ring 0, slot 4; default point
  642. gesturecollection.slot4ring1bind Saved gesture binding for radial menu ring 1, slot 4; empty by default
  643. gesturecollection.slot5ring0bind Saved gesture binding for radial menu ring 0, slot 5; default shrug
  644. gesturecollection.slot5ring1bind Saved gesture binding for radial menu ring 1, slot 5; empty by default
  645. gesturecollection.slot6ring0bind Saved gesture binding for radial menu ring 0, slot 6; default thumbsdown
  646. gesturecollection.slot6ring1bind Saved gesture binding for radial menu ring 1, slot 6; empty by default
  647. gesturecollection.slot7ring0bind Saved gesture binding for radial menu ring 0, slot 7; default thumbsup
  648. gesturecollection.slot7ring1bind Saved gesture binding for radial menu ring 1, slot 7; empty by default
  649. gesturecollection.slot8ring0bind Saved gesture binding for radial menu ring 0, slot 8; default victory
  650. gesturecollection.slot8ring1bind Saved gesture binding for radial menu ring 1, slot 8; empty by default
  651. gesturecollection.slot9ring0bind Saved gesture binding for radial menu ring 0, slot 9; default wave
  652. gesturecollection.slot9ring1bind Saved gesture binding for radial menu ring 1, slot 9; empty by default
  653. global.addcctvcode Adds a cctv code to a Computer Station, look at the station when running the command
  654. global.adminambientmultiplier if >= 0 the ambient light intensity will be forced to this
  655. global.adminclouds if >= 0 the clouds amount will be forced to this value
  656. global.adminfog if >= 0 the fog amount will be forced to this value
  657. global.adminlight if >= 0 the sky light intensity will be forced to this
  658. global.adminrain if >= 0 the rain amount will be forced to this value
  659. global.adminreflectionmultiplier if >= 0 the reflection probe intensity will be forced to this
  660. global.admintime if >= 0 the time of day (hour) will be forced to this
  661. global.adminui_receivecommands Client-side handler that receives the list of editable server convars from the server and passes it to the admin UI; called server-to-client, not manually
  662. global.adminui_receiveplayerlist Client-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually
  663. global.adminui_receiveserverinfo Client-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually
  664. global.adminui_receiveugclist Client-side handler that receives a serialised UGC entity list from the server and passes it to the admin UI; called server-to-client, not manually
  665. global.adminwind if >= 0 the wind amount will be forced to this value
  666. global.aquaticvehicledismounttime How long you need to hold Jump for in order to dismount a water based vehicle
  667. global.blockemoji Blocks any emoji from appearing
  668. global.blockemojianimations Disables any emoji animations
  669. global.blockserveremoji Blocks emoji provided by servers from appearing
  670. global.censornudity Controls the nudity censorship level: 0 = none, 1 = censorship cubes, 2 = underwear shown; automatically forced to 2 in Chinese region builds
  671. global.censorrecordings When enabled, silences and hides audio cassette recordings to prevent playback of user-recorded content
  672. global.censorsigns When enabled, blurs or hides player-painted signs, photos, spray paint art, and sculptures to censor user-generated imagery
  673. global.cinematicgingerbreadcorpses
  674. global.clearcctvcodes Clears all cctv codes from a Computer Station, look at the station when running the command
  675. global.colliders Prints the count of enabled versus disabled Collider components currently in the scene
  676. global.consolescale Font size for the console window, 8-24 (default is 12)
  677. global.copy_changeset Copies the current client and server changeset info to the clipboard
  678. global.ddraw_netupdate When enabled, draws debug visualisations of network update positions for all nearby entities; admin-only; useful for debugging network interpolation
  679. global.debuglanguage 0 - Disabled, 1 - Display localization key, 2 - Display randomly generated strings
  680. global.developer Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging
  681. global.disable_clouds
  682. global.dump Dumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.
  683. global.dumpanimators Dumps a diagnostic snapshot of animators into a diagnostics subfolder
  684. global.dumpentities Dumps a diagnostic snapshot of entities into a diagnostics subfolder
  685. global.dumplodgroups Dumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder
  686. global.dumpnetwork Dumps a diagnostic snapshot of network info into a diagnostics subfolder
  687. global.dumpobjects Dumps a diagnostic snapshot of objects into a diagnostics subfolder
  688. global.dumpphysics Dumps a diagnostic snapshot of physics into a diagnostics subfolder
  689. global.dumppreprocess Dump list of prefabs pre-processed into a diagnostics subfolder
  690. global.dumprootobjects Dumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash.
  691. global.dumpsysteminformation Dumps a diagnostic snapshot of system information into a diagnostics subfolder
  692. global.dumpwarmup Dumps a diagnostic snapshot of warmup info into a diagnostics subfolder
  693. global.enable_marker_teleport When enabled, right clicking on the map teleports you instead of placing a marker
  694. global.ent Sends a command to the server followed by the ID of the entity we're looking at
  695. global.exec Executes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files
  696. global.flyingvehicledismounttime How long you need to hold Jump for in order to dismount a flying vehicle
  697. global.forceoffadminstatusoverlay Media: Forcefully disables all status overlays (god, creative, invis)
  698. global.forceunloadbundles When enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident
  699. global.free Clears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only
  700. global.god If you're an admin this will enable god mode
  701. global.groundvehicledismounttime How long you need to hold Jump for in order to dismount a car/snowmobile
  702. global.hideinteracttextwhileads Hide interact text when aiming down sights
  703. global.hideteamleadermapmarkers Hides all team leader map markers on the compass and map
  704. global.horsedismounttime How long you need to hold Jump for in order to dismount a horse
  705. global.hudcomponent Toggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object
  706. global.job_system_threads Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs
  707. global.killallplayersradius Kill all players within the given radius
  708. global.killplayerinview Kill the player you're looking at
  709. global.language Sets the client display language by locale code (e.g. en, de, fr); forces all UI text to reload using the new localisation strings
  710. global.limitflashing Limits the flashing frequency of music driven lights
  711. global.maxthreads Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching
  712. global.objects Prints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes
  713. global.overrideoceanenvironmentlerp Controls how the ocean environment variables, -1=no override, 0=bottom of the ocean, 1=surface conditions
  714. global.perf Controls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage
  715. global.perf_disable_gc_notif Media: This can be used to disable the performance text info when GC gets triggered
  716. global.printallscenesinbuild Prints all scenes registered in the build settings with their build index and asset path
  717. global.processmidiinput Enables MIDI controller input for in-game instruments; disabling suppresses MIDI events even when a MIDI device is connected
  718. global.queue Prints the current state of server-side stability check and surroundings update queues; reports nothing useful on client
  719. global.quit Quits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode
  720. global.readcfg Loads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings
  721. global.redownload_signs Clears the local cache for all signs within the given radius (default: sign texture request distance) and re-downloads their images from the server
  722. global.removecctvcode Removes a cctv code to a Computer Station, look at the station when running the command
  723. global.richpresence Enables Steam Rich Presence, which broadcasts the current game activity (server name, player count) to Steam friends
  724. global.setrccode Sets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command
  725. global.show_hidden_items When enabled, hidden/developer-only items are shown in item picker and drop menus in the admin UI; admin-only
  726. global.showblood Enables blood particle effects and blood splatter visuals when players or entities are damaged; disabling hides gore for accessibility or streaming
  727. global.showdeathmarkeroncompass Shows a skull icon at the player last death position on the compass bar after they respawn, helping them navigate back to their body
  728. global.showemojierrors Displays any emoji rendering errors in the console
  729. global.showitemcountsonpickup Show how many of a given item is in the inventory when picking up a stackable item
  730. global.showitempickupnotices Shows small UI notification banners when the local player picks up items; disabling hides these pickup popup messages
  731. global.signundobuffer How many changes to save for undo/redo purposes
  732. global.spectatebots If true, can spectate bots
  733. global.status_cl Prints client-side connection status information including connected state, ping, player entity ID, and current map to the client console
  734. global.steamconnectiontimeout
  735. global.steamnagleflush
  736. global.steamnagletime
  737. global.steamnetdebug Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)
  738. global.steamnetdebug_ackrtt
  739. global.steamnetdebug_message
  740. global.steamnetdebug_p2prendezvous
  741. global.steamnetdebug_packetdecode
  742. global.steamnetdebug_packetgaps
  743. global.steamnetdebug_sdrrelaypings
  744. global.steamrelayinit
  745. global.steamsendbuffer
  746. global.steamsendratemax
  747. global.steamsendratemin
  748. global.steamstatus
  749. global.streamermode Enables streamer mode, which hides sensitive player information such as Steam names and coordinates from on-screen elements to protect privacy
  750. global.subscriptions Prints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag
  751. global.sysinfo Prints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform
  752. global.sysuid Prints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier
  753. global.textures Prints a list of all live Texture objects with their name and estimated runtime memory size
  754. global.underwater_cinematic When enabled, enables additional cinematic underwater visual effects for cinematography use; admin-only
  755. global.underwater_effect When enabled, applies the underwater post-processing effect (distortion, colour grade) when the camera is submerged; admin-only client setting
  756. global.underwater_scatter Multiplier for underwater light scatter intensity; 1.0 = default, 0 = no scatter; admin-only cinematic control
  757. global.usesingleitempickupnotice use a single item pickup notice instead of spawning multiple for each resource picked up
  758. global.version Prints the current game version string to the console, including build number and branch
  759. global.woundedfreecam If true, can use F3 camera changes while in wounded state
  760. global.writecfg Saves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts
  761. graphics.af Anisotropic filtering level 1-16; higher values improve texture sharpness at oblique angles at a minor GPU cost; 1 = disabled
  762. graphics.aggressiveshadowlod When enabled, shadow LOD switching is more aggressive, reducing shadow detail at shorter distances to improve GPU shadow rendering performance
  763. graphics.aggressiveshadowlodwearable When enabled, wearable item renderers use the aggressive shadow LOD mode, disabling their shadow casting at shorter distances than normal
  764. graphics.allowthreadedtexturecreation When enabled, textures can be created on background threads; disable to force all texture creation to the main thread for debugging
  765. graphics.biomefogdensityscale Admin-only: global density multiplier for biome-specific ground fog; 1.0 = default, 0 = no fog
  766. graphics.biomefogterrainmapcache When enabled, the biome fog terrain map is cached between frames; disable to force a fresh terrain map read every frame for debugging
  767. graphics.branding When enabled, shows the Facepunch/Rust branding watermark on screen
  768. graphics.chat When enabled, the chat window is displayed; also gated by global.canChat
  769. graphics.collapserenderers Collapse objects on renderer LODs for memory savings. Game needs to be restarted after changing.
  770. graphics.compass Compass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled
  771. graphics.contactshadows When enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps
  772. graphics.detailed_postprocessing_profiling When enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes
  773. graphics.disableanimatorlod Disable all animator LODs. This will seriously degrade performance!
  774. graphics.disablelightlod Disable all light LODs. This will seriously degrade performance!
  775. graphics.disableparticlelod Disable all particle LODs. This will seriously degrade performance!
  776. graphics.dlaa When enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU
  777. graphics.dlss NVIDIA DLSS upscaling quality preset: -1 = off, 0 = ultra performance, 1 = performance, 2 = balanced, 3 = quality, 4 = ultra quality
  778. graphics.dof When enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance
  779. graphics.dof_aper Depth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur
  780. graphics.dof_barrel Admin/cinematic: barrel distortion amount applied to the depth-of-field effect
  781. graphics.dof_blur Depth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas
  782. graphics.dof_debug Admin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning
  783. graphics.dof_focus_dist distance from camera to focus on
  784. graphics.dof_focus_lookingat Admin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active
  785. graphics.dof_focus_target Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set
  786. graphics.dof_focus_time Time in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active
  787. graphics.dof_kernel_count Goes from 0 - 3, higher = more dof samples but slower perf
  788. graphics.dof_mode 0 = auto 1 = manual 2 = dynamic based on target
  789. graphics.dof_nudge Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer
  790. graphics.dof_squeeze Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic
  791. graphics.drawdistance Maximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance
  792. graphics.fogdensityscale Density multiplier for atmosphere fog
  793. graphics.fov Camera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion
  794. graphics.global_mip_bias_offset Manual offset (-2..+2) added to the automatic global mip bias. Should only be set when debugging visual issues.
  795. graphics.graphics_jobs_sync_point 0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent
  796. graphics.grassshadowsenabled Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering
  797. graphics.hlod When enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh
  798. graphics.hud When enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots
  799. graphics.impostorshadows When enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost
  800. graphics.itemskins When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance
  801. graphics.itemskintimeout Timeout in seconds before a workshop skin download is considered failed and abandoned
  802. graphics.itemskinunload When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses
  803. graphics.itemskinunloaddelay The time in seconds before a unreferenced skin is unloaded.
  804. graphics.lodbias Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked.
  805. graphics.maxqueuedframes Maximum number of frames queued up by graphics driver.
  806. graphics.parallax Terrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost
  807. graphics.printlodqueues Prints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs
  808. graphics.reflexintervalus Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit
  809. graphics.reflexlatencymarker When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT
  810. graphics.reflexmode NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs
  811. graphics.renderscale Internal render resolution scale (0.5-1.0); values below 1.0 render at a lower resolution then upscale, improving performance at cost of sharpness
  812. graphics.reportparticlesystems Prints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects
  813. graphics.reportshadowcasters Prints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls
  814. graphics.resolution The current screen resolution index.
  815. graphics.resolutions Display a list of available resolutions.
  816. graphics.runallshadowpresetsperformancetests Developer-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results
  817. graphics.runshadowpresetperformancetest Developer-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results
  818. graphics.screenmode The current screen mode.
  819. graphics.shadowfilterquality Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords
  820. graphics.shadowlights Maximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost
  821. graphics.shadowmode Shadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive
  822. graphics.showtexeldensity Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter
  823. graphics.spatiallyawareenvironmentvolumes Enables spatially aware environment volumes.
  824. graphics.uiscale UI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen
  825. graphics.upscalemode Set Upscaling Mode (0: Nearest, 1: Bilinear, 2: Bicubic, 3: Biquadratic, 4: Catmull-Rom)
  826. graphics.usemarkerstooptimize When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations
  827. graphics.vclouds_reproject Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames
  828. graphics.viewmodeldepth When enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry
  829. graphics.vm_fov_scale Whether to scale vm models with fov
  830. graphics.vm_horizontal_flip FLips viewmodels horizontally (for left handed players)
  831. graphics.volumetric_clouds Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high
  832. graphics.vram_report Returns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory
  833. graphics.vsync Represents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4.
  834. graphics.wait_for_present_sync_point 0 = BeginFrame (default), 1 = EndFrame
  835. graphics.waves Disable larger ocean waves to test performance. Client/Rendering-side only.
  836. graphicssettings.anisotropicfiltering Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures.
  837. graphicssettings.billboardsfacecameraposition If enabled, billboards will face towards camera position rather than camera orientation.
  838. graphicssettings.enablelodcrossfade Enables or disables LOD Cross Fade.
  839. graphicssettings.globaltexturemipmaplimit Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level.
  840. graphicssettings.numshadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four
  841. graphicssettings.particleraycastbudget Budget for how many ray casts can be performed per frame for approximate collision testing.
  842. graphicssettings.pixellightcount The maximum number of pixel lights that should affect any object.
  843. graphicssettings.shadowdistance Shadow drawing distance
  844. graphicssettings.shadowmapresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High
  845. graphicssettings.shadowqualitypreset The preset that determines all shadow settings. Low for performance, Max for the best visuals.
  846. graphicssettings.softparticles Should soft blending be used for particles?
  847. grass.displacement Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it
  848. grass.distance Maximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas
  849. grass.maxthreads Maximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention
  850. grass.print_foliage Prints statistics about the current foliage system state, including active grass instance counts and memory usage
  851. grass.quality Controls overall grass rendering quality (0-100); lower values reduce grass density and draw distance for significant GPU performance gains
  852. grass.refresh_budget Maximum milliseconds per frame allocated to refreshing grass placement data; lower values spread refresh cost over more frames to avoid hitches
  853. grass.refresh_foliage Forces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field
  854. hero.action Call-to-action button label shown on the hero DLC promotional banner (e.g. Out Now, Coming Soon)
  855. hero.ident Identifier string for the currently active hero/DLC promotional banner; determines which promotional banner set is displayed in the main menu
  856. hero.show Triggers the hero DLC promotional banner to display in the main menu UI
  857. hero.title Title text displayed on the hero DLC promotional banner in the main menu
  858. hero.url URL or Steam appid link opened when the player clicks the hero DLC banner call-to-action button
  859. hero.video URL of the promotional video shown in the hero DLC banner in the main menu
  860. hitnotify.headshot
  861. hitnotify.notification_level
  862. indirect_instancing.batches_per_worker How many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene
  863. indirect_instancing.buffer_upload_mode How graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker
  864. indirect_instancing.cull_frustum Disable to skip frustum culling
  865. indirect_instancing.cull_lod Disable to skip distance/LOD culling. This may cause all instances to be culled
  866. indirect_instancing.cull_terrain Disable to skip terrain culling. (Currently disabled by default due to accuracy issues)
  867. indirect_instancing.damage_bitscan_job Disable to perform scanning the damage bitmap synchronously on the main thread
  868. indirect_instancing.debug Show on-screen debug info about the indirect instancing system
  869. indirect_instancing.debug_motion Make the debug overlay highlight all moving instances with a yellow ball
  870. indirect_instancing.debug_raycast Make the debug overlay include information about the object directly in front
  871. indirect_instancing.enabled Enable/disable the indirect instancing system
  872. indirect_instancing.fallback Disable to forcefully stop the fallback renderer from updating and submitting graphics commands
  873. indirect_instancing.motion_list Disable to skip updating the motion list
  874. indirect_instancing.multi_draw Disable to never use multi-draw and never update monster meshes
  875. indirect_instancing.remove_null_transforms Enable to run an additional pass to remove null entries from the transform memory.
  876. indirect_instancing.remove_queue Disable to skip processing the remove queue
  877. indirect_instancing.render Disable to forcefully prevent the instancing system from submitting any graphics commands
  878. indirect_instancing.reorder_commands Disable to prevent reordering the contents of the command args buffer
  879. indirect_instancing.reorder_instances_job Disable to prevent reordering the contents of the instance data buffer
  880. indirect_instancing.schedule_jobs Disable to forcefully prevent the instancing system from scheduling any jobs
  881. indirect_instancing.schedule_mode_aggregation How to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  882. indirect_instancing.schedule_mode_all Set scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  883. indirect_instancing.schedule_mode_frustum How to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  884. indirect_instancing.schedule_mode_lod How to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  885. indirect_instancing.schedule_mode_reordering How to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated
  886. indirect_instancing.schedule_mode_streaming How to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  887. indirect_instancing.schedule_mode_terrain How to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid
  888. indirect_instancing.schedule_mode_transforms How to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated
  889. indirect_instancing.shadows Disable before joining a server to force all instanced objects to not have shadows
  890. indirect_instancing.single_draw Disable to forcefully prevent per-mesh draw calls from being submitted
  891. indirect_instancing.streaming Disable to completely skip calculating and applying streaming texture mip levels
  892. indirect_instancing.streaming_fallback_fixed_distance If non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer.
  893. indirect_instancing.streaming_force_mip_level If != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation.
  894. indirect_instancing.streaming_instancing_fixed_distance If non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer.
  895. indirect_instancing.streaming_use_all_instances Disable to only consider culling survivors for mip level calculations
  896. indirect_instancing.streaming_use_mesh_uv_distribution_metrics Disable to force all mesh UV distributions metrics to be 1
  897. indirect_instancing.streaming_use_min_mip_level Disable to set mip levels as requested mip levels, potentially overwriting results of Unity's streaming system.
  898. indirect_instancing.streaming_use_unity_hardcoded_camera_params Enable to use hardcoded 60° FOV camera parameters that normally only get used when there are no cameras.
  899. indirect_instancing.streaming_use_vertex_area_scales Disable to force all vertex area scales to be 1
  900. indirect_instancing.tc_max_iterations Set max iterations for terrain culling. Controls how far the raycasts will walk across the terrain height map
  901. indirect_instancing.transform_apply_job Disable to apply transforms of moving instances synchronously on the main thread
  902. indirect_instancing.update_buffers Disable to forcefully prevent the instancing system from updating any GPU buffers
  903. indirect_instancing.use_min_mip_level When enabled, applies a minimum mip level floor to instanced renderer texture streaming calculations; prevents over-sharpening of instance textures at close range
  904. indirect_instancing.use_pre_culled_mask Disable to ignore pre-culling of underground objects or culling volumes.
  905. input.ads_sensitivity Mouse sensitivity multiplier applied when aiming down sights (ADS); typically set lower than base sensitivity for precise aiming
  906. input.alwayssprint When enabled, the player always moves at sprint speed without needing to hold the sprint key
  907. input.autocrouch When enabled, the player automatically crouches when moving under low ceilings or through tight spaces
  908. input.bind bind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead
  909. input.bind_default bind_default <key> <commands> - like bind, but translates the key token from US-QWERTY convention to the active layout. Used by keys_default.cfg so AZERTY/QWERTZ players get sensible binds out of the box
  910. input.clearbinds Resets all key bindings to their defaults, removing any custom bind configurations
  911. input.flipy When enabled, inverts the vertical mouse axis so moving the mouse forward looks down and pulling back looks up
  912. input.holdtime Seconds a button must be held before it registers as a hold action rather than a tap; affects hold-to-place and hold-to-interact
  913. input.map_mode Controls how the in-game map is opened; 0 = hold to view, 1 = toggle open/close
  914. input.printbinds Prints all current key bindings to the console, listing each action and the key or button assigned to it
  915. input.radial_menu_mode Controls how the radial action menu is opened; 0 = hold, 1 = toggle; affects crafting and interaction quick menus
  916. input.sensitivity Global mouse sensitivity multiplier applied to all look input; higher values make the camera rotate faster
  917. input.toggleads When enabled, pressing the aim button toggles ADS on/off rather than requiring the button to be held
  918. input.toggleduck When enabled, pressing crouch once toggles crouching on/off rather than requiring the key to be held down
  919. input.vehicle_flipy When enabled, inverts the vertical control axis for vehicles; moving the mouse forward pitches the vehicle nose down
  920. input.vehicle_sensitivity Mouse sensitivity multiplier applied when operating vehicles such as helicopters and boats
  921. instruments.clearautoplayoverride Clears the overriden autoplay recording of the current instrument
  922. instruments.clearmidibinds Clears any binds for the current instrument
  923. instruments.debugmidi Prints incoming midi notes to the console while using an instrument
  924. instruments.debugnotes Prints notes being played
  925. instruments.midiinfo Prints out all the notes that can accept midi inputs on the current instrument
  926. instruments.overrideautoplay Override the autoplay recording of the current instrument
  927. instruments.playnote Plays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f#
  928. instruments.playrecording Plays a saved Instrument recording. Arg0 is filename (no extension)
  929. instruments.printmidibinds Prints all current rebinds for the current instrument
  930. instruments.printrecording Prints a debug readout of a recording
  931. instruments.printrecordingpath Prints the path of the autoplay recording for this instrument
  932. instruments.processsustainpedal Enables support for sustain pedals
  933. instruments.rebindmidi Rebinds signal A into signal B. eg. rebindMidi 67 48
  934. instruments.startrecording Starts an instrument recording. Must supply a filename (no extension)
  935. instruments.stoprecording Stops the current instrument recording
  936. inventory.defs Prints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state
  937. inventory.disablewearablereplaceoverlay Disables the red overlay shown on the client when equipping a wearable that replaces another.
  938. inventory.drawsecondhotbar Draws a second hotbar above the main one, previewing the last row of the main inventory; only takes effect for admins (see inventory.swaphotbar)
  939. inventory.examineheld Triggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed
  940. inventory.listcraftcounts Prints the per-item craft count totals for the local player to the console; admin-only; shows how many of each item have been crafted this session
  941. inventory.loadoutui_markdirty
  942. inventory.loadoutui_receiveloadoutlist Receives the JSON-encoded list of saved admin loadouts from the server and passes it to the loadout UI for display; called server-to-client, not manually
  943. inventory.pipette Selects the item you're looking at, gives it to you if you don't have it in your inventory
  944. inventory.quickcraft_button_delay How long since the last rebuild do we allow the button presses to be accepted. Prevents spamming buttons from registering if the menu just rebuilt.
  945. inventory.quickcraft_rebuild_delay How long since the last quick craft button press can we allow the menu to be rebuilt. Delays the thing you're clicking from re-ordering.
  946. inventory.reloaddefs Forces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update
  947. inventory.resetcraftcounts Resets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing
  948. inventory.selectitem Selects the item you're looking at, if in your inventory
  949. inventory.show_item_ownership When enabled, shows which player owns each item in container UIs; disable to hide ownership information from the local client's view
  950. inventory.swaphotbar Acts as a second hotbar by swapping the last row of your main inventory with your belt; requires inventory.drawsecondhotbar and admin
  951. inventory.toggle Toggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active
  952. inventory.togglecrafting Toggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active
  953. jellyfishswarm.framebudgetms How many milliseconds to budget for simulating jellyfish swarms per frame. Swarms that miss out still draw, they just catch up next time.
  954. keyboardmidi.midikeymap The map file to use to convert keyboard keys to midi notes (located in StreamingAssets/keymidi)
  955. keyboardmidi.reload reload the mappings, useful when editing in the background
  956. laserbeam.debugcollisions
  957. laserbeam.framebudgetms
  958. laserbeam.laserculldistance
  959. laserbeam.printqueue
  960. laserbeam.usejobs
  961. layer.culling Prints the current camera culling mask as a list of all visible and hidden Unity layers
  962. layer.hide Hides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index
  963. layer.show Makes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index
  964. layer.toggle Toggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index
  965. legs.enablelegs If true we'll draw the player's body in first person
  966. lerp.debug Enables verbose debug logging for the position lerp smoothing system, printing interpolation and extrapolation state each tick
  967. lerp.enabled Enables interpolation and extrapolation of network positions
  968. lerp.extrapolation How many seconds ahead to lerp
  969. lerp.inertia How many seconds after starting to move the interpolation delay reaches it max
  970. lerp.interpolation How many seconds behind to lerp
  971. lerp.smoothing How many seconds to smoothen velocity
  972. lerp.timeoffsetinterval How many ticks to calculate the client / server time offset over
  973. lod.grid_refresh_budget Maximum time budget in milliseconds per frame allocated to refreshing the LOD grid; lower values reduce LOD pop-in cost but may delay transitions
  974. log.level Sets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer
  975. lookattooltip.crosshairmode Changes the interaction crosshair visuals (0 = default, 1 = no texts, 2 = no texts and no icon)
  976. manifest.download_server_list
  977. manifest.printmanifest Prints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
  978. manifest.printmanifestraw Prints the raw contents of the Facepunch manifest file as an unformatted string
  979. maplayerrenderer.debuglabs When enabled, draws debug visualisations on the map for underwater lab entrance locations and floor boundaries; admin-only
  980. marchingcubesmanager.collidermiplevel [0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface
  981. marchingcubesmanager.debuglog
  982. marchingcubesmanager.generatorpoolcount [1-16] - each generator has constant memory overhead, but will allow more to process at once
  983. megaphone.ignorepushtotalk When enabled, the megaphone broadcasts voice audio without requiring push-to-talk to be held; saved between sessions
  984. memsnap.full Takes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/
  985. memsnap.managed Takes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  986. memsnap.native Takes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
  987. mesh.list_skinned Dumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly]
  988. mesh.quality Controls global mesh quality level (0-100); lower values switch meshes to lower-polygon LODs sooner, reducing GPU cost at the expense of visual fidelity
  989. mesh.reducebonecountonlowlod Reduce rendering calculations on lower LOD clothing/skin
  990. meshpaintable3d.brushscale Scale multiplier for the mesh paint brush size when painting on a 3D paintable surface
  991. meshpaintable3d.uvbufferscale Scale multiplier for the UV buffer texture used when projecting paint onto a 3D surface; higher values improve paint resolution
  992. meta.exec exec [command_1] ... - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command's arguments)
  993. meta.if_false if_false <command> <condition> - runs a command if the condition is false
  994. meta.if_true if_true <command> <condition> - runs a command if the condition is true
  995. meta.reset_cycle reset_cycle <key> - resets a cycled bind to the beginning
  996. metaldetectorsource.draweditorgizmos
  997. midiconvar.bindkeyoff Binds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill
  998. midiconvar.bindkeyon Binds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill
  999. midiconvar.bindknob Binds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90
  1000. midiconvar.bindknobrelative Binds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1
  1001. midiconvar.bufferprotection Ony allow a midi note to fire once per frame, may help some MIDI issues in W11
  1002. midiconvar.clearallbindings Clears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active
  1003. midiconvar.debugmode Prints out all incoming midi codes
  1004. midiconvar.enabled Must be enabled for midi convars to work
  1005. midiconvar.printbindings Prints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active
  1006. midiconvar.reloadbindings Reloads midi bindings from disk
  1007. missionshud.blockdisplay When enabled, suppresses all missions HUD display updates, preventing the missions overlay from showing or updating
  1008. mortar.debugdistanceui
  1009. music.enabled Enables the in-game dynamic music system; disabling stops all background music tracks from playing
  1010. music.info Prints the name of the currently playing music track and its playback position to the console
  1011. music.songgapmax Maximum seconds of silence between background music tracks; a random gap between songGapMin and songGapMax is chosen between songs
  1012. music.songgapmin Minimum seconds of silence between background music tracks; the game waits at least this long before starting the next song
  1013. nametags.enabled When enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessions
  1014. nametags.showindemos When enabled, name tags are also shown while watching a demo; demos hide name tags by default
  1015. net.debug Enables verbose client-side network debug logging, printing all incoming and outgoing message types and their byte sizes
  1016. netgraph.enabled Shows the network graph overlay displaying real-time incoming/outgoing packet rates, queue sizes, and bandwidth usage
  1017. netgraph.entityfilter Filters the network graph to only show packets related to the given entity short prefab name; leave empty to show all entities
  1018. netgraph.typefilter Filters the network graph to only show packets matching the given message type name; leave empty to show all packet types
  1019. netgraph.updatespeed How many times per second the network graph display refreshes; higher values give more responsive readings but use slightly more CPU
  1020. networkprofiler.profile networkprofiler.profile [time to profile(in seconds), min(0.1), max(1000), float]
  1021. nexus.hidezones Hide individual nexus zones from the server list (only show the combined nexus)
  1022. nexus.redirect Disconnect and connect to a new server. Can be run from the server. Usage: nexus.redirect <address> [port] [protocol]
  1023. nexus.serverlistendpoint Nexus API endpoint to use for the server browser
  1024. nexus.serverlistrealm Realm of servers to show on the server list (-1 for auto)
  1025. nobuildzonematerialcontroller.setheight [0.0-10]
  1026. nobuildzonematerialcontroller.setstrengthday [0.0-1.0]
  1027. nobuildzonematerialcontroller.setstrengthnight [0.0-1.0]
  1028. note.craft_add Server-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted
  1029. note.craft_done Server-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback
  1030. note.craft_fasttracked Server-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display
  1031. note.craft_start Server-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display
  1032. note.inv Server-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements
  1033. npcanimcontroller.lookinterpspeed
  1034. npcanimcontroller.spineinterpspeed
  1035. npcwalkanimation.framebudgetms
  1036. paint.brushopacity Gets or sets the brush opacity in the sign painter
  1037. paint.brushsize Gets or sets the brush size in the sign painter
  1038. paint.brushspacing Gets or sets the brush spacing factor in the sign painter (0 to 1, default 0.25)
  1039. paint.favcolours Favourite Colours, in a CSV Hexadecimal format (#FFFFFF)
  1040. paint.hidemousecursor Hide the mouse pointer while the brush outline is projected onto the model being painted, so it doesn't cover the outline
  1041. paint.leftsided Change the paint UI to be on the left side of the screen
  1042. paint.maxbrushsize Sets the maximum brush size in the painting menu, re-open the menu to apply changes.
  1043. paint.neutrallighting Light the painting preview with a fixed neutral studio light instead of the surrounding scene lighting. Only works with rrp enabled.
  1044. paint.outlineinvert Colour the brush outline by inverting the artwork underneath it, instead of tinting it with the brush colour
  1045. paint.selectedbrush Gets or sets the current brush in the sign painter by index (0 is first, wraps around)
  1046. paint.selectedtool Gets or sets the current tool in the sign painter by index (0 is first, wraps around)
  1047. paint.showbrushoutline Project an outline of the brush footprint onto the surface of the model being painted
  1048. particle.ik Enables inverse kinematics solving on character rigs; disabling IK reduces CPU cost but removes foot planting and hand placement corrections
  1049. particle.quality Controls global particle system quality (0-100); lower values reduce particle counts and disable expensive effects to improve performance
  1050. particle.simulationspace When enabled, particle systems simulate in world space rather than local space; affects how particles trail when the emitter moves
  1051. party.connectparty Connects the local player to the same server as the rest of their party if a party server is set
  1052. party.createparty Creates a new party for the local player, generating a unique party ID and making the player the party leader
  1053. party.fakepartyinvite Debug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow
  1054. party.inviteparty Sends a party invite to the named player or Steam ID, requesting they join the local player party
  1055. party.joinparty Joins an existing party using the given party ID or invite token
  1056. party.kickparty Kicks the specified party member by name or Steam ID from the current party; party leader only
  1057. party.leaveparty Removes the local player from their current party, disbanding it if they are the last member
  1058. party.party_invite_expiry Total seconds after which a party invite is fully removed from the system even if shown in UI
  1059. party.party_invite_timeout Seconds a party invite remains active before automatically expiring if the recipient has not responded
  1060. party.party_invites_enabled When enabled, players can send and receive party invites; disabling blocks all new party invite functionality
  1061. party.printparty Prints the current party state to the console, listing all members, their Steam IDs, and the party ID
  1062. physics.autosynctransforms When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
  1063. physics.batchsynctransforms When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
  1064. physics.clientragdollmode The collision detection mode that client-side ragdolls should use
  1065. ping.auto_refresh_region When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date
  1066. ping.ping_estimate_logging When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy
  1067. ping.ping_estimation When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic
  1068. ping.ping_parallel When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously
  1069. ping.ping_refresh_interval Interval in minutes between automatic background ping estimation refreshes for server list region latency sorting
  1070. ping.ping_samples Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete
  1071. planner.floodfilldebug When enabled, draws debug visualisations for the building planner flood-fill guide system showing fill cells and connection points; admin-only
  1072. player.cinematic_list Prints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics
  1073. player.cinematic_play
  1074. player.cinematic_stop
  1075. player.cold_breath When enabled, renders a cold breath vapour effect from the player's mouth in cold biomes and at night; disable to reduce visual clutter or improve performance
  1076. player.eye_blinking When enabled, the player character model plays eye blinking animations; disable to freeze eyes open, useful for cinematic close-ups
  1077. player.eye_movement When enabled, the player character model plays procedural eye movement animations, tracking nearby points of interest
  1078. player.footik When enabled, uses inverse kinematics to plant the player's feet on uneven terrain, preventing feet from floating above steps and slopes
  1079. player.footikdistance Maximum distance in metres at which foot IK is evaluated for other players; reducing this improves performance on servers with many visible players
  1080. player.footikrate The rate at which the foot IK traces to the ground. Higher number is better performance, but less smooth.
  1081. player.gesture Sends a request to the server to start the named gesture on the local player; the gesture name must match a valid entry in the gesture collection
  1082. player.infiniteammo When enabled, the local player has unlimited ammo and never needs to reload; intended for testing and cinematic use only
  1083. player.list_cinematic_gestures Prints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture
  1084. player.noclipspeed Normal noclip movement speed in metres per second; controls how fast the player flies when noclip is active without holding the sprint or slow modifier
  1085. player.noclipspeedfast Fast noclip movement speed in metres per second; active when holding the sprint key while noclipping
  1086. player.noclipspeedslow Slow noclip movement speed in metres per second; active when holding the slow-move modifier key while noclipping
  1087. player.petcmd Issues a command to the local player's pet; first argument is the command type index, second is the target entity ID; used for controlling tamed animals
  1088. player.recoilcomp When enabled, applies client-side recoil compensation to smooth out the visual kick of weapons; disable for a more raw recoil feel
  1089. player.triggerfix Experimental: when enabled, applies a positional correction fix for trigger colliders on the player to reduce false-positive overlap detections
  1090. player.usecinematicavatar Use the cinematic avatar when playing cinematic animations
  1091. playercull.debug Enables debug logging for the player culling system, which hides players beyond a certain distance to reduce network and rendering overhead
  1092. playercull.enabled Enable/Disable player culling entirely (always render even when hidden)
  1093. playercull.maxplayerdist Maximum distance to show any players in meters
  1094. playercull.maxsleeperdist Maximum distance to show sleepers in meters
  1095. playercull.minculldist Players of any kind will always be visible closer than this
  1096. playercull.updaterate How many times per second to check for visibility
  1097. playercull.visquality Quality of Vis : 0 = Chest check, 1 = Chest+Head, 2 = Chest+Head+Arms, 3 = Chest+Head+Arms+Feet
  1098. playermodel.debugheadbug Admin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs
  1099. playermodel.turncascade Allows feet to lag behind the torso
  1100. playermodel.turndeadzone How far we can you turn your head before the body follows through, if you tweak this, change step angle too
  1101. playermodel.turnflickratehigh Max degrees per second before flick speed kicks in
  1102. playermodel.turnflickratelow Minimum degrees per second before flick speed kicks in
  1103. playermodel.turnflickspeed If the player flicks the mouse, multiplies all the anims by this.
  1104. playermodel.turngizmos Turn in place debug gizmos
  1105. playermodel.turninplace Toggle turn in place anims
  1106. playermodel.turnmaxspeed Absolute limit on turn max speed, if this goes too low the player might take forever to readjust
  1107. playermodel.turnminstepangle Smallest turn animation we can play
  1108. playermodel.turnmovespeed Speed for sliding the player model around
  1109. playermodel.turnsettle Wait in idle pose while switching directions really fast
  1110. playermodel.turnsettlerate Minimum cutoff in degrees per second to determine whether shaking stopped
  1111. playermodel.turnsettletime Max time to wait before going back to a turn anim
  1112. playermodel.turnslide Slide feet while turning, helps with turns where the animation can't catch up
  1113. playermodel.turnslideangle Minimum cut off angle for sliding
  1114. playermodel.turnslidegain Speeds up sliding over time
  1115. playermodel.turnsliderate Max speed in degrees per second
  1116. playermodel.turnspeed Overall speed modifier for all turning animations, default 1.1 makes things pretty snappy
  1117. playermodel.turnspinidle Use the idle anim while spinning
  1118. playermodel.turnspinlooptime Spin time before we go into idle
  1119. playermodel.turnstepangle Largest turn animation we can play
  1120. playermodel.turntravelangle Degrees after which we consider a turn a spin and continue spinning until they halt
  1121. playermodel.turntravelwindow Seconds of mouse movement counted as one spin
  1122. pool.clear_assets Clears all cached entries from the asset pool matching the optional name filter
  1123. pool.clear_memory Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
  1124. pool.clear_prefabs Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
  1125. pool.debug When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console
  1126. pool.enabled When enabled, this system is globally active; disable to deactivate the system for the current session
  1127. pool.export_prefabs Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
  1128. pool.fill_prefabs Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
  1129. pool.mode
  1130. pool.prewarm When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
  1131. pool.print_arraypool Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
  1132. pool.print_assets Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
  1133. pool.print_memory Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json
  1134. pool.print_prefabs Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
  1135. pool.reset_max_pool_counter Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
  1136. pooltable.transform_update_rate
  1137. profile.dump_profile_recorders
  1138. profile.flush_analytics Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
  1139. profile.logentityspawntime Log how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times
  1140. profile.logentityspawntime_min Minimum spawn time before logging (in ms)
  1141. profile.start Starts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
  1142. profile.stop Stops the active Unity Profiler binary log recording and finalises the file
  1143. projectile.preventcameraclip Should the projectile model attempt to prevent itself being clipped by the camera?
  1144. projectile.preventcameraclipbufferseconds Buffer seconds before turning back on the projectile model.
  1145. projectile.serverprojectilecameraclipdistance Distance before turning back on the server spawned projectiles model.
  1146. projectile.usebatched When enabled, projectile movement is updated in batched job-based passes using TransformAccessArray for better CPU parallelism
  1147. recordertool.debugrecording When enabled, logs additional debug info about cassette recording state and audio buffer operations; saved between sessions
  1148. reflection.forceupdate When enabled, forces all reflection probes to recapture every frame regardless of updateinterval; very expensive, use only for debugging
  1149. reflection.planarcount Maximum number of planar reflection probes that can render simultaneously; reducing this limits GPU overhead when many reflective surfaces are visible
  1150. reflection.planarreflections Enables planar (mirror-like) reflections on water and reflective surfaces; more accurate than cubemap probes but significantly more GPU-intensive
  1151. reflection.planarresolution Resolution of planar reflection renders; higher values produce sharper water and mirror reflections at a higher GPU memory and render cost
  1152. reflection.resolution Resolution of the reflection probe cubemap captures; higher values produce sharper reflections at a significant GPU memory and render time cost
  1153. reflection.timeslicing Number of frames over which a single reflection probe capture is spread; higher values reduce per-frame GPU cost at the cost of reflection update latency
  1154. reflection.updateinterval Minimum seconds between reflection probe recaptures; lower values keep reflections more current but increase GPU overhead
  1155. render.building_blocked_preview_distance Distance from the border of building blocked to show the red preview
  1156. render.computebuffer_setdata_immediate Whether to call ComputeBuffer.SetData immediately or at the end of the frame
  1157. render.expand_instancing Forces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting
  1158. render.instanced_rendering 0 = off, 1 = on (must restart client for changes to take effect)
  1159. render.instanced_toggle_all Developer command to toggle instanced rendering at runtime to measure performance impact
  1160. render.instanced_toggle_buildings Toggle rendering of buildings on / off
  1161. render.instanced_toggle_cliffs Toggle rendering of cliffs on / off
  1162. render.instanced_toggle_other Toggle rendering of uncategorized meshes on / off
  1163. render.instancing_render_distance Max distance for instanced rendering, can be higher than normal render distance
  1164. render.max_renderers Set the amount of instanced renderers to show for debugging
  1165. render.multidraw Allow unity to batch together multiple draw calls
  1166. render.print_global_entities Print off count of global building entities on the client
  1167. render.print_instanced_cell Print number of meshes inside a single grid
  1168. render.print_instanced_debug Print off array size and memory usage to ensure no memory leaks & debug rendering system
  1169. render.print_instanced_renderers Print off number of each mesh inside instanced rendering system (including outside of render range)
  1170. render.print_tree_counts Print off count of trees to ensure server sent them all
  1171. render.render_shadows Enables or disables shadow rendering globally on the client; disabling shadows significantly improves GPU performance
  1172. render.show_building_blocked Shows a coloured overlay on building-blocked areas client-side, visualising where construction is prevented
  1173. render.test_instancing_culling Spawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation
  1174. render.upload_multidraw_meshes_mode 0 = CPU, 1 = GPU
  1175. reports.exceptionreportmaxlength Maximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters
  1176. rgbeffects.brightness Brightness of colors, from 0 to 1 (note: may affect color accuracy)
  1177. rgbeffects.colorcorrection_razer Controls how RGB values are mapped to LED lights on Razer devices
  1178. rgbeffects.colorcorrection_steelseries Controls how RGB values are mapped to LED lights on SteelSeries devices
  1179. rgbeffects.enabled Enables RGB lighting effects (supports SteelSeries and Razer)
  1180. rgbeffects.pulse Pulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation
  1181. rgbeffects.static Sets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance
  1182. rottingflies.hide Disables the corpse flies
  1183. rrp.enabled Toggles the Rust Render Pipeline
  1184. rustnav.drawoffsety
  1185. safemode.applysafemodeconfig Applies a known set of safe settings to ensure the game boots
  1186. satellite.map_lerp_time Seconds for the on-map targeting marker to ease to its new position after a thruster fires
  1187. satellite.show_thruster_effects Editor only: reveal each thruster's effect on the control buttons for testing
  1188. screenshot.hiresscreenshotcustomwidth Set a custom width for takehiresscreenshot and takehirestransparentscreenshot. Set to 0 to use default size.
  1189. screenshot.takehiresscreenshot Takes a high-resolution screenshot using the configured custom width or the default upscale factor
  1190. screenshot.takehirestransparentscreenshot Takes a high-resolution screenshot with a transparent background for use in promotional material
  1191. screenshot.takescreenshot Takes a standard resolution screenshot and saves it to the screenshots folder
  1192. screenshot.taketransparentscreenshot Takes a screenshot with a transparent background by disabling skybox and terrain rendering
  1193. searchlight.debugvolumetrics
  1194. shadowcaching.enabled
  1195. shadowcaching.enabledistancebasedframerates
  1196. shadowcaching.enableframeratelimiting
  1197. shadowcaching.maxframeratedistance
  1198. shadowcaching.minframeratedistance
  1199. shadowcaching.updatemaxframerate
  1200. shadowcaching.updateminframerate
  1201. shoutcaststreamer.allowinternetstreams When enabled, internet radio streaming via boomboxes and other audio entities is permitted; saved between sessions
  1202. shoutcaststreamer.debugstreams When enabled, logs debug information about active Shoutcast stream connections and audio buffer state; admin-only
  1203. shoutcaststreamer.maxaudiostreams Maximum number of simultaneous Shoutcast/internet audio streams that can be active at once; default 3; saved between sessions
  1204. shoutcaststreamer.streaminganalytics When enabled, telemetry events are sent for audio stream interactions such as play, stop, and error events
  1205. signage.texturerequestdistance Maximum distance in metres at which signs request their texture from the server; signs beyond this range defer texture loading
  1206. skinviewer2.printsupporteditems
  1207. socket_free_snappable.debugsnapping When enabled, draws debug visualisations for deployable snapping calculations showing candidate snap points and distances
  1208. socket_free_snappable.snappingmode The current snapping mode for deployables.
  1209. spawn.shielddummy Raycasts from the camera and requests the server to spawn a shield-holding dummy player at the hit point, facing away from the camera; pass true to holster the shield
  1210. spraycan.debugmeshsnapping
  1211. spraycan.useaccuratemeshsnapping
  1212. sss.enabled Enables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting
  1213. sss.halfres Renders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading
  1214. sss.quality Sub-surface scattering quality level; deprecated and no longer used in current builds
  1215. sss.scale Controls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light
  1216. steam.achievements Prints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers
  1217. steam.refresh_nickname_cache Forces an immediate refresh of the cached Steam display names for all players currently on the server
  1218. steam.resetstats Resets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing
  1219. steam.use_steam_nicknames When enabled, displays other players Steam display names in chat and UI; disabling falls back to their in-game names
  1220. store.addtocart Adds the specified item by store listing ID to the current shopping cart for purchase testing
  1221. store.clearcart Clears all items from the current shopping cart without completing a purchase
  1222. store.httpimageconcurrentloadinglimit Lower number helps prevent stuttering when navigating store
  1223. store.httpimages Loads store tiles and pages from their web URLs. Disable to fall back to the images bundled with the game
  1224. store.overridecurrency Overrides the currency code used in the item store for testing price display in different regional currencies
  1225. store.preloadweeklyskins When enabled, weekly item store skins are preloaded in the background on connect to avoid pop-in when opening the store
  1226. store.printgeneralstore Prints a list of all items in the general (non-weekly) section of the item store
  1227. store.printweeklyitems Prints a list of all items currently tagged as weekly featured skins in the item store
  1228. store.refresh Forces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend
  1229. store.unloadassets Unloads assets when store is hidden to save on VRAM. Might cause lag spikes when opening store. Requires restart to re-enable
  1230. stringlights.refreshlines
  1231. strobelight.forceoff
  1232. system.auto_cpu_affinity Automatically set CPU affinity to recommended cores (eg. 3D V-cache cores)
  1233. system.cpu_affinity Sets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)
  1234. system.cpu_priority Sets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX
  1235. terrain.alwaysdepthprepass Profiling only: run the terrain depth prepass every frame over the full terrain, using the main args buffer instead of the hole-culled depth prepass buffers. Normally the prepass only runs when holes are visible and only covers the near LOD.
  1236. terrain.culling Terrain cell shadow aware camera culling
  1237. terrain.debug Shows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values
  1238. terrain.geometryclipmaps Use geometry clipmaps terrain renderer
  1239. terrain.quality Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps
  1240. territory.preview Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the server
  1241. texture.add_all_cameras (Debug) QualitySettings.streamingMipmapsAddAllCameras
  1242. texture.discard_unused_mips (Debug) Texture.streamingTextureDiscardUnusedMips
  1243. texture.force_load_all (Debug) Texture.streamingTextureForceLoadAll
  1244. texture.max_file_io_requests (Debug) QualitySettings.streamingMipmapsMaxFileIORequests
  1245. texture.max_level_reduction (Debug) QualitySettings.streamingMipmapsMaxLevelReduction
  1246. texture.memory_budget (Debug) QualitySettings.streamingMipmapsMemoryBudget
  1247. texture.memory_vram_factor What percentage (0 - 1) of the VRAM you want to attempt to use for texture memory. Optimal memory budget will be set based on this value. Default is 1, Max: 2, Min: 0.5
  1248. texture.renderers_per_frame (Debug) QualitySettings.streamingMipmapsRenderersPerFrame
  1249. texture.stats Get statistics about texture memory and the texture streaming system.
  1250. texture.streaming_active (Debug) QualitySettings.streamingMipmapsActive
  1251. texture.use_dynamic_memory_budget_adjustments (Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes!
  1252. tincanalarm.wiredistanceculling Enable/disable the wire distance culling
  1253. toolgun.classiceffects
  1254. translate.overrideculture
  1255. translate.printcultureinfo
  1256. tree.meshes Maximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible
  1257. tree.quality Controls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible
  1258. triggerbase.useexcludelayers When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
  1259. ui.autoswitchchannel When enabled, automatically switches the active chat channel to match the context (global/team/local) of the last received message
  1260. ui.inventoryplayerquality Resolution quality of the inventory player preview, 0 = low, 1 = med, 2 = high
  1261. ui.loadsign Admin only: Loads an image from disk into the currently editing sign
  1262. ui.printcanvases Prints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging
  1263. ui.printmaskupdategroups Prints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching
  1264. ui.printshadowupdategroups Prints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system
  1265. ui.printtexts Reports all the TMP texts set as non-static, being updated by TMP_UpdateManager
  1266. ui.savesign Saves the sign image you are currently editing to disk with the given filename
  1267. ui.scrollsensitivity Multiplier applied to mouse wheel scroll speed in UI panels such as inventory, crafting list, and chat history
  1268. ui.showbeltbarbinds When enabled, shows the key bind labels on each slot in the belt bar hotbar, helping players learn their action key assignments
  1269. ui.showinventoryplayer When enabled, shows the local player character preview panel on the left side of the inventory screen
  1270. ui.showusebind When enabled, shows the Use action key hint label above interactable objects in the world
  1271. ui.worldnotifications 0 = use sounds when available, fallback to use UI toast messages. 1 = use sounds + UI toast messages. 2 = use UI toast messages only.
  1272. ui_dropscontroller.show_placeholder_drop_data When enabled, shows placeholder/test drop data in the drops controller UI instead of live manifest data; saved between sessions
  1273. ui_dropscontroller.testdropcrash Deliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering
  1274. ui_interactiontoast.testerrormodal Opens a test disconnection error modal with a sample exception message; used for testing the error toast UI
  1275. ui_interactiontoast.testmodal Opens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks
  1276. ui_mainmenumanager.ignoreeditorescapekey When enabled, the escape key is ignored by the main menu manager in the editor, preventing accidental menu navigation during testing
  1277. ui_mainmenumanager.navigate Navigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system
  1278. ui_menubackgroundvideo.emulateerror Triggers the video error handler on the main menu background video component, simulating a video load failure for UI testing
  1279. ui_menubackgroundvideo.forcenextvideo Forces all active main menu background video players to advance to the next video in their playlist immediately
  1280. ui_menubackgroundvideo.restrictmp4 When enabled, MP4 video files are not used for the main menu background, falling back to WebM; use to work around MP4 codec issues
  1281. ui_steaminventorycrafting.resetwarning Resets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt
  1282. uicontacts.togglecontacts Toggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active
  1283. uiescapecapture.debug When enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
  1284. unsafe.debugmtlockmaxframes How many frames of a stack to emit
  1285. unsafe.enabledebugmtlock Controls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled
  1286. unsafe.usemultithreadedscripting Controls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability
  1287. vine.draw_debug
  1288. vine.prevent_vine_draw
  1289. vis.attack
  1290. vis.lerp
  1291. vis.protection
  1292. voice.loopback When enabled, routes the local player microphone input back through the voice chat system so they can hear their own voice; useful for testing microphone levels
  1293. water.quality Controls the draw distance and density quality of decorative foliage and props; lower values improve performance by reducing the amount of decoration rendered
  1294. water.reflections Controls the quality of water surface reflections (0=off, 1=simple probe, 2=full planar reflections); higher values are significantly more GPU-intensive
  1295. water.scaled_time When enabled, water simulation advances in scaled (game) time rather than real time; useful for testing water behaviour during time-scale debugging
  1296. weaponrack.showui When enabled, shows the weapon rack interaction UI when the player is looking at a weapon rack; disable to suppress the UI
  1297. weather.debug_cloud_position Prints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map
  1298. weather.list_cloud_configs Lists all available volumetric cloud configuration asset names registered in the Climate instance
  1299. weather.load Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients
  1300. weather.load_cloud_config Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients
  1301. weather.report Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
  1302. weather.reset Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
  1303. weather.reset_cloud_config Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
  1304. weather.savetofile Saves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec
  1305. workbench.workbench_upgrade_icons When enabled, shows installed workbench upgrade icons in the vitals UI and expands the workbench vital panel to fit them
  1306. workshop.print_loaded_skins Prints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID
  1307. world.cache When enabled, caches world data for faster loading; disabled by default in editor server builds to ensure fresh data during development
  1308. world.monuments Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
  1309. world.printrails Print list of all railroad meshes
  1310. world.streaming When enabled, world assets are streamed in and out based on proximity; disable to force all world data to stay loaded at once

How the Rust console works

The RustPotato Console Commands directory indexes all 3,736 commands and configuration variables from the current game build, separating 2,426 dedicated server entries from 1,310 client-side entries so players and administrators can filter by access level, prefix family, or keyword.

  • F1 opens the console in game. Type a command and press Enter.
  • A server accepts 49 commands from any player. No admin rights are involved.
  • Every other server command or variable only runs for an admin of that server.
  • 1,310 entries belong to the game client and not to the server, like graphics.fov, fps.limit and client.connect, running locally on your machine.
  • A variable holds a value. Type its name alone to read it, or the name followed by a value to change it.
  • 414 variables are saved: server.writecfg writes their current values to cfg/serverauto.cfg, the file server.readcfg loads before server.cfg.
  • 32 variables are marked RCON only. The server refuses them from a connected player, admins included, and only takes them from its own console or over RCON.
  • The favorites export holds one command per line with its value and no semicolon. A server .cfg file has that shape: the server runs it line by line and skips the lines that start with #.
  • Every server command name, help text, data type, and default value reflects the Rust dedicated server console, alongside every local game client entry.

Searching player binds, admin tools, and silent server convars

The Rust game client registers 1,310 local console commands and variables for field of view, graphics, frame rate cap, and audio.

Every entry in the RustPotato Console Commands reference (1,310 entries in the client console commands and variables view across 158 prefix namespaces) covers the Rust dedicated server and client consoles, pairing 3,109 official help strings with verified house explanations for undocumented methods and variables.

In the game console, typing a variable name by itself prints the current value while typing the name followed by a value updates it immediately; starring any row in the table saves that command and your chosen parameter value in your browser with zero account required. From the Favorites bar, server owners can export a clean one-command-per-line server.cfg file (where lines starting with # are comments and saved convars also write to cfg/serverauto.cfg via server.writecfg), or copy a single semicolon-separated loadout line to paste straight into F1. All 3,736 server and client entries are listed in full for instant lookup, paginate 50 rows at a time when filtered by prefix family, value type, saved status, or RCON badge, and pair directly with custom F1 keybinds in the Rust Bind Maker.

Frequently asked questions

How many Rust console commands and variables are listed on the client page?

The Rust client console directory lists 1,310 client console commands and variables organized into 158 prefix namespaces, drawn from the full catalogue of 3,736 console entries across dedicated server and game client builds.

What is the difference between Player, Client, Admin, and Server variable entries in the Rust F1 console?

Pressing F1 in Rust opens the developer console where any connected player can execute 49 server-side player commands and 1,310 client commands; 726 admin commands and 1,651 server convars require ownerid or moderatorid permissions or RCON access.

How do you save Rust server console variables permanently to server.cfg or serverauto.cfg?

Among the 1,651 dedicated server console variables in Rust, 414 convars carry the Saved badge in the Server variables tab. Running server.writecfg writes those saved variables to cfg/serverauto.cfg, while starring rows and clicking Export downloads a file formatted for cfg/server.cfg.

How do you bind a Rust console command to a key in F1 and how many default keybinds exist?

Typing bind key "command" in the F1 console binds any of the 49 player commands or 1,310 client settings to a keyboard or mouse key, and separating multiple commands with a semicolon runs them together. Rust ships with 66 default keybinds, all customizable in the Bind Maker.

Why do some Rust console command names appear twice on the All tab?

Exactly 132 console names (such as global.quit, fps.limit, and pool.clear_assets) exist independently in both the 2,426-entry dedicated server catalogue and the 1,310-entry game client catalogue. The All tab labels the client twin so admins and players always know which side executes the command.

What does the RCON only badge mean on Rust console commands and variables?

Across the dedicated server catalogue, 32 entries carry the Server RCON only restriction. A Rust server rejects those 32 commands when typed in the in-game F1 console even by an administrator, accepting them only from the server startup command line or a remote RCON connection.

How do you filter Rust console commands by prefix family, data type, or favorites?

The left filter rail narrows the 1,310 entries in this view across 158 prefix families (displaying 50 results per page), filters server variables by data type (boolean, integer, float, string, or Vector3), and lets you star favorite commands to export as a .cfg file.

How are silent Rust server commands and default values documented on RustPotato?

Every server convar and command row displays its parameter type and default value read directly from the game assemblies. Beyond the 3,109 built-in help strings, 532 undocumented server methods and variables include house descriptions explaining their parameters and behavior.