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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.
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accessibility.allynametagcolourColour palette index for ally name tags (non-team friends/allies); allows colour-blind players to distinguish allies from enemies and team members -
accessibility.applyallchangesApplies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh -
accessibility.buildingblockedzonecolourColour palette index for the building blocked zone indicator; changes the colour of the red zone overlay shown when construction is not permitted -
accessibility.clannametagcolourColour palette index for clan member name tags shown above players in the same clan; selects from the clan name tag colour collection -
accessibility.disablemovementininventoryWhen enabled, prevents the player from moving while the inventory screen is open; useful for controller/accessibility setups where accidental movement is a problem -
accessibility.enemynametagcolourColour palette index for enemy name tags; selects a colour from the enemy name tag collection to make hostile players visually distinct -
accessibility.healthbarcolourColour palette index for the player health bar; selects an accessible colour from the health bar colour collection -
accessibility.holosightcolourColour palette index for the holographic sight reticle colour; lets players pick a reticle colour that is visible against any background -
accessibility.hungerbarcolourColour palette index for the player hunger/food bar; selects an accessible colour from the hunger bar colour collection -
accessibility.hydrationbarcolourColour palette index for the player hydration/water bar; selects an accessible colour from the hydration bar colour collection -
accessibility.ioarrowinputcolorColour palette index for electrical IO input arrow overlays; changes the colour of arrows that show power/signal flowing into an IO entity -
accessibility.ioarrowoutputcolorColour palette index for electrical IO output arrow overlays; changes the colour of arrows that show power/signal flowing out of an IO entity -
accessibility.laserdetectorcolourColour palette index for the laser trip-wire detector beam colour; helps colour-blind players distinguish armed detector lasers in bases -
accessibility.messagecardscolourColour palette index for cards/notes chat message text colour; helps distinguish card/note messages from other chat types -
accessibility.messageclancolourColour palette index for clan chat message text colour; makes clan messages visually distinct in the chat window -
accessibility.messagediscordcolourColour palette index for Discord-linked chat message text colour; helps identify messages bridged from a linked Discord server -
accessibility.messageglobalcolourColour palette index for global chat message text colour; affects all messages sent to the server-wide global chat channel -
accessibility.messagelocalcolourColour palette index for local proximity chat message text colour; distinguishes nearby voice/text chat from global and team channels -
accessibility.messageteamcolourColour palette index for team chat message text colour; makes team-only messages visually distinct from global and local chat -
accessibility.mushroomcolourColour palette index for mushroom world-object highlighting; allows colour-blind players to pick a distinguishable mushroom marker colour -
accessibility.senduinavigationeventsWhen enabled, UI navigation events (directional/confirm/cancel) are forwarded to the Unity EventSystem, enabling controller-driven menu navigation -
accessibility.teamnametagcolourColour palette index for team member name tags shown above allied players; lets colour-blind players choose a distinguishable team colour -
accessibility.treemarkercolorColour palette index for tree resource marker icons on the HUD; selects from the accessibility colour collection to aid colour-blind players -
ai.aidebug_loadbalanceoverduereportRequests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget -
ai.aidebug_lookatToggles AI debug visualisation for the entity the local admin player is currently looking at -
ai.debugvisWhen enabled, draws debug visualisations (attack ranges, awareness, etc.) for AI entities near the local player -
ai.designingWhen enabled, enables NPC design/placement mode on the client, showing additional gizmos for NPC spawn point and patrol route authoring -
ai.groundalignWhen enabled, NPC characters align their body to the terrain slope using IK; disable for flat ground-only alignment -
ai.maxgroundaligndistMaximum distance in metres at which ground alignment IK is evaluated for NPCs; reducing this improves performance when many NPCs are visible -
ai.npc_no_foot_ikWhen enabled, disables foot IK on NPC characters to improve performance; NPCs will not plant feet on terrain slopes -
ai.selectnpclookatEditor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection -
apartment.printapartmentcullingPrint list of apartments and their culling states -
assetbundles.listdynamic -
audio.advancedocclusionUse more advanced sound occlusion -
audio.ambienceAmbience System -
audio.debugvoicelimitingWhen enabled, logs voice chat limiting decisions to the console, showing when players are muted due to proximity or bandwidth constraints -
audio.enablesoundpoolingEnables audio source pooling, reusing AudioSource components instead of creating and destroying them each time a sound plays -
audio.eventaudioVolume -
audio.framebudgetMax ms per frame to spend updating sounds -
audio.gameVolume -
audio.hqsoundfadeUse higher quality sound fades on some sounds -
audio.instrumentsVolume -
audio.masterVolume -
audio.minupdatefractionMinimum fraction of the audio source pool updated per frame; higher values keep more audio sources in sync at the cost of CPU time -
audio.musicvolumeVolume -
audio.musicvolumemenuVolume -
audio.printenginesoundsprint active engine sound info -
audio.printsoundsPrints a list of all currently active audio sources with their asset names, volume, and world position -
audio.speakersVolume -
audio.uiVolume -
audio.videoplayerVolume -
audio.voicepropsVolume -
audio.voicesVolume -
audiointerceptcomponent.debugchannelsWhen enabled, logs the audio buffer size and channel count each time the audio filter processes a buffer; useful for diagnosing audio pipeline issues -
ballistagun.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only -
basefishingrod.showuiWhen enabled, shows the fishing rod debug UI overlay displaying cast distance, bobber state, and fish bite detection parameters; admin-only -
baseplayer.filterspectatemapteamidWhen spectating and global.toggleSpectateTeamInfo is set to true on the server, this will filter which team is displayed on the map. 0 = show all -
baseplayer.lootpaneloverrideWhen set to a non-empty string, admin players open the specified loot panel instead of the server-requested panel on RPC_OpenLootPanel -
baseplayer.showserverrestartwarningWill show a translated server restart warning on the player screen. -
baseragdoll.debug_visWhen enabled, draws debug visualisations for ragdoll physics state including bone positions and velocities -
basesculpture.logmeshstatsWhen enabled, logs mesh vertex and triangle count statistics when a sculpture mesh is applied or modified -
basesculpture.setcensorsegments -
batching.batch_industrial_pipesWhen enabled, industrial pipe meshes are included in the mesh batching pass; disabled by default as pipes frequently change state -
batching.enabledEnables the mesh batching system, which combines nearby static meshes into single draw calls to reduce rendering overhead -
batching.print_memory_batchingPrints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations -
batching.print_memory_batching_detailedPrints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count -
batching.print_memory_industrialPrints memory usage specifically for industrial pipe batching, separate from general mesh batching -
batching.print_renderersPrints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together -
batching.refresh_renderersForces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes -
batching.renderer_capacityMaximum number of renderer components the batching system will process; increase for dense scenes, decrease to limit memory use -
batching.renderer_submeshesMaximum number of sub-meshes a renderer can have to be eligible for batching; complex multi-material meshes above this threshold are excluded -
batching.renderer_threadingEnables multi-threaded renderer processing for the batching system, spreading batch rebuild work across CPU cores -
batching.renderer_verticesMaximum vertex count of a single mesh allowed into a batch; meshes above this limit are excluded from batching -
batching.verboseVerbosity level for static batching debug output; 0 = off, higher values print more detail about batch operations to the console -
binocular.debugeffect -
bot.crouchForces a bot in view to crouch. [bool] - enables/disables crouch -
bot.exec_command[command] Executes a command on the bot you are looking at. -
bot.exec_command_all[command] Executes a command on all bots. -
bot.exec_command_sphere[radius] [command] Executes a command on all bots within a sphere. -
bradleyapc.spawnroadbradley -
buildingblock.debugwallpaperhealthWhen enabled, draws debug health bars for wallpaper objects on building blocks; admin-only -
buttons.altlookInput binding for the alternate look/freelook action -
buttons.attackInput binding for the primary attack/fire action -
buttons.attack2Input binding for the secondary attack action (e.g. aim down sights) -
buttons.attack3Input binding for the tertiary attack action (e.g. melee with a ranged weapon) -
buttons.autowalkInput binding for toggling auto-walk (walk forward without holding the key) -
buttons.backpackInput binding for opening/closing the player backpack -
buttons.backwardInput binding for moving the player backward -
buttons.chatInput binding for opening the chat input -
buttons.clearmarkersInput binding for clearing all player-placed map markers -
buttons.compassInput binding for toggling the compass display -
buttons.consoleInput binding for opening/closing the developer console -
buttons.directionaldropInput binding for dropping the active item in the direction the player is facing -
buttons.dropitemsingleInput binding for dropping a single unit from the selected item stack -
buttons.dropitemstackInput binding for dropping the entire stack of the selected item -
buttons.duckInput binding for crouching/ducking -
buttons.firemodeInput binding for cycling the fire mode on the current weapon -
buttons.focusmapInput binding for focusing/zooming the in-game map to the player position -
buttons.forwardInput binding for moving the player forward -
buttons.gesturesInput binding for opening the gestures radial menu -
buttons.holsteritemInput binding for holstering/unholstering the currently held item -
buttons.hoverlootInput binding for looting the container or item the player is hovering over -
buttons.inventoryInput binding for opening/closing the player inventory -
buttons.invnextInput binding for cycling to the next item in the hotbar -
buttons.invprevInput binding for cycling to the previous item in the hotbar -
buttons.jumpInput binding for making the player jump -
buttons.leftInput binding for strafing the player left -
buttons.lighttoggleInput binding for toggling the held item light or opening the item mod radial menu -
buttons.mapInput binding for opening/closing the in-game map -
buttons.markcurrentposInput binding for placing a map marker at the player current position -
buttons.nextskinInput binding for cycling to the next skin on the currently held item -
buttons.noteaInput binding for playing the A note on an instrument -
buttons.noteasharpInput binding for playing the A# note on an instrument -
buttons.notebInput binding for playing the B note on an instrument -
buttons.notebsharpInput binding for playing the B# note on an instrument -
buttons.notecInput binding for playing the C note on an instrument -
buttons.notecsharpInput binding for playing the C# note on an instrument -
buttons.notedInput binding for playing the D note on an instrument -
buttons.notedsharpInput binding for playing the D# note on an instrument -
buttons.noteeInput binding for playing the E note on an instrument -
buttons.noteesharpInput binding for playing the E# note on an instrument -
buttons.notefInput binding for playing the F note on an instrument -
buttons.notefsharpInput binding for playing the F# note on an instrument -
buttons.notegInput binding for playing the G note on an instrument -
buttons.notegsharpInput binding for playing the G# note on an instrument -
buttons.noteoctaveupmodInput binding for the octave-up modifier key held while playing instrument notes -
buttons.notesharpmodInput binding for the sharp modifier key held while playing instrument notes -
buttons.petsInput binding for opening the pet command radial menu -
buttons.pingInput binding for placing a map/world ping marker -
buttons.prevskinInput binding for cycling to the previous skin on the currently held item -
buttons.reloadInput binding for reloading the current weapon -
buttons.rightInput binding for strafing the player right -
buttons.slot1Input binding for selecting hotbar slot 1 -
buttons.slot2Input binding for selecting hotbar slot 2 -
buttons.slot3Input binding for selecting hotbar slot 3 -
buttons.slot4Input binding for selecting hotbar slot 4 -
buttons.slot5Input binding for selecting hotbar slot 5 -
buttons.slot6Input binding for selecting hotbar slot 6 -
buttons.snappingInput binding for hold-to-snap actions -
buttons.sprintInput binding for sprinting -
buttons.useInput binding for the use/interact action -
buttons.voiceInput binding for push-to-talk voice chat -
buttons.wireslackdownInput binding for decreasing wire slack when placing electrical wiring -
buttons.wireslackupInput binding for increasing wire slack when placing electrical wiring -
buttons.zoomdecreaseInput binding for decreasing the zoom level on variable-zoom scopes -
buttons.zoomincreaseInput binding for increasing the zoom level on variable-zoom scopes -
buttons.zoomtoggleInput binding for toggling zoom/scope on applicable weapons -
cannon.debugcameraanimation -
carvablepumpkin.texturerequestdistance -
chat.addServer-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type -
chat.add2Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume. -
chat.clearClears all messages from the chat history display, removing all visible chat lines from the UI -
chat.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session -
chat.muteMutes a player by name or Steam ID, hiding all their chat messages from the local player -
chat.muteglobalWhen enabled, mutes all global chat messages for the local player so they no longer appear in the chat UI -
chat.mutelistPrints a list of all players currently muted by the local player, showing their display names and Steam IDs -
chat.openOpens the chat input box, focusing it so the local player can begin typing a message immediately -
chat.unmuteUnmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI -
chat.unmuteallRemoves all mutes, restoring chat messages from every previously muted player -
cinematicentity.demohideobjectsHides cinematic entities during demos (Use group numbers in HideObjects) -
cinematicentity.removedemooverrideRevert cinematic entities in demo playback to their original recorded state -
clan.showclantagsIf enabled then clan tags will be visible on player nameplates -
clan.toggleclanToggles the clan GUI -
client.allowcameratiltondpvFlatten out tilting camera on DPV -
client.allowdiscordprovisionalaccountAllows signing in with a Discord provisional account; disabling forces full Discord authentication and restarts the Discord connection -
client.allowteaminvitesremoteplayersAllow team invites from distant players -
client.autoconnectAutomatically connect to this server on every game launch. Has the same effect as if +connect … was supplied as a launch parameter. -
client.autosavepaintingintervalThe timer duration for painting autosaving in seconds, with a minimum of 2s. -
client.autosavepaintingsWill save painting progress occasionally if enabled. The timer duration is set by autoSavePaintingInterval. -
client.bag_unclaim_durationHow long to hold down the unclaim button on the map -
client.bagassignmodeControls sleeping bag assignment behaviour on respawn; maps to the BagAssignMode enum (0 = assign nearest bag by default) -
client.benchmarkRuns the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading -
client.benchmark_demoRuns a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling -
client.blockplayvideoWhen true, prevents the client from playing any video sent by the server via the PlayVideo command -
client.browser_ping_estimateWhen enabled, shows estimated ping values in the server browser instead of querying each server directly; faster but less accurate -
client.browser_ping_estimate_buttonShows the ping estimate toggle button in the server browser UI -
client.browser_premium_tabShows a dedicated premium servers tab in the server browser UI -
client.building_guide_mode0 = off, 1 = during building, 2 = always -
client.buildingskinDefault building skin ID sent to the server for new building blocks placed by this player -
client.buildingskinmetalSkin ID applied to metal-tier building blocks placed by this player -
client.buildingskinstoneSkin ID applied to stone-tier building blocks placed by this player -
client.buildingskintoptierSkin ID applied to top-tier (armoured) building blocks placed by this player -
client.buildingskinwoodSkin ID applied to wood-tier building blocks placed by this player -
client.cached_browser_enabledEnables the cached server browser, which uses a locally stored server list for faster initial display -
client.cached_browser_parallelEnables parallel fetching of cached server list data, which can speed up browser refresh on multi-core machines -
client.cached_browser_print_tag_errorsWhen enabled, logs server browser tag parsing errors to the console for debugging custom server tag formatting -
client.cached_browser_refresh_cooldownMinimum seconds that must elapse before the full server browser list can be manually refreshed again -
client.camboneName of the skeleton bone the camera tracks in third-person or demo camera mode; leave empty to use the default position -
client.camdistDistance in metres behind the player the third-person camera is positioned -
client.camfovCamera field of view in degrees for the main game camera; default is 70 -
client.camlerpSmoothing factor for camera rotation interpolation; lower values produce smooth cinematic camera movement at the cost of responsiveness -
client.camlerptiltAllow camera tilt when lerping rotation -
client.camlookspeedSpeed multiplier for camera look and pan speed -
client.camoffsetPosition offset applied to the camera relative to the tracked bone; world-space or local-space depending on camoffset_relative -
client.camoffset_relativeWhen true, camoffset is applied in the camera's local coordinate space; when false it is applied in world space -
client.camphysicalEnables physical camera mode on the main camera, allowing film-style sensor size and focal length settings -
client.camphysicalfocallengthSets the physical camera focal length in millimetres when physical camera mode is enabled -
client.camphysicalsensorSelects the physical camera sensor preset by index when physical camera mode is active; use camPhysicalSensorTypes to list available options -
client.camphysicalsensortypesPrints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor -
client.camspeedSpeed multiplier for free camera movement in spectator or debug camera mode; higher values move faster -
client.camzoomlerpSmoothing factor for camera zoom transitions; lower values produce smoother zoom in/out -
client.camzoomspeedSpeed multiplier for camera zoom; higher values zoom faster -
client.clampscreenshakeLimits maximum screen shake intensity to prevent disorientation from high-intensity effects such as explosions -
client.connectConnects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers) -
client.connecthiddenConnects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use -
client.consoletoggleToggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab -
client.crosshairShows or hides the crosshair overlay; when disabled no crosshair is rendered regardless of the equipped weapon -
client.debug_grenade_predictionLog why a throwable was not predicted: a failed bake, or a throw the prediction skipped -
client.debugdragdropEnables debug logging for drag-and-drop item operations in the inventory UI -
client.debuglootsoundsEnables debug logging for loot container sound events -
client.disconnectDisconnects from the current server; if a demo is being recorded it is also stopped before disconnecting -
client.drawrangevolumesDraw the ranges of sprinklers, Heaters etc -
client.enablefriendsloggingWhen enabled, logs friend list events and Discord friend system messages to the console for debugging -
client.errortoasts_debugShow some additional debug information when something failed (building, item movement...) -
client.errortoasts_in_chatShow the red error toasts in chat instead (like before) -
client.fpsReturns the current client frame rate in frames per second -
client.hammerhealthinfodisplayingHolding a hammer always displays health information for looked-at entities. -
client.hascompletedtutorialTracks whether the player has completed the tutorial; sent as client info to the server to suppress future tutorial triggers -
client.hasdeclinedtutorialTracks whether the player has declined the tutorial; sent as client info to the server to prevent repeated tutorial prompts -
client.headbobEnables first-person head bob animation while walking and running -
client.headlerpSmoothing factor for head rotation interpolation; 1.0 = instant snap, lower values add lag-compensating smoothness -
client.headlerp_inertiaWhen enabled, applies momentum-based inertia to head rotation lerp, creating a natural follow-through effect -
client.hidedmsinstreamermodeWhen streamer mode is active, also hides incoming direct messages from the chat UI -
client.hitcrossShows a hit indicator mark when damage is successfully dealt to another player or entity -
client.hurtpunchEnables screen punch and shake effect when the local player takes damage -
client.ignoreversiontagAllow servers of every version to show in the browser -
client.invertthirdpersoncamzoomIf true, inverts the applied third-person camera distance to the target player when using the mouse scroll wheel -
client.io_arrow_important_onlyTrue = only show important ports, False = show every port -
client.io_arrow_mode0 = off, 1 = on, 2 = deployed only, 3 = preview only -
client.log_premium_statusWhen enabled, logs premium status check results to the console for debugging the premium verification flow -
client.lookatradiusThe radius of the sphere trace used to determine what you're looking at -
client.map_marker_autonamefalse = no name, true = numbered name -
client.map_marker_color-1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan -
client.maxdecryptqueuebytesMaximum total byte size of packets waiting for client-side decryption -
client.maxdecryptqueuelengthMaximum number of encrypted packets that can wait in the client decryption queue before being dropped -
client.maxdecryptthreadwaitMaximum milliseconds the decryption thread blocks before timing out on the client (clamped 1-1000) -
client.maxmainthreadwaitMaximum milliseconds the main game thread waits for a network operation before timing out (clamped 1-1000) -
client.maxpacketspersecond_effectMaximum effect (particle/sound) packets per second the client will process; caps visual effect spam from the server -
client.maxpacketspersecond_voiceMaximum voice chat packets per second the client will process; limits voice bandwidth consumption -
client.maxpeerspersecondMaximum peer-to-peer events the client processes per second; limits the impact of high-frequency voice and effect spam -
client.maxreadqueuebytesMaximum total byte size of the client incoming packet read queue; excess packets are dropped to prevent memory exhaustion -
client.maxreadqueuelengthMaximum number of packets that can be queued in the client incoming read queue; excess packets are dropped -
client.maxreadthreadwaitMaximum milliseconds the dedicated read thread blocks waiting for incoming data before timing out (clamped 1-1000) -
client.maxreceivetimeMaximum milliseconds the network receive thread is allowed to run per frame on the client (clamped 10-1000) -
client.maxunackMax amount of unacknowledged messages before we assume we're congested -
client.maxwritequeuebytesMaximum total byte size of the client outgoing packet write queue -
client.maxwritequeuelengthMaximum number of packets that can be queued in the client outgoing write queue; excess packets are dropped -
client.maxwritethreadwaitMaximum milliseconds the dedicated write thread blocks waiting to send data before timing out (clamped 1-1000) -
client.openuseroverlayOpens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration -
client.orbitcamdistDistance in metres from the target that the orbit camera maintains -
client.orbitcamholdKeep the dev orbit camera (hold alt in third person) where you left it on releasing alt, instead of snapping back behind the player -
client.orbitcamlookspeedMouse sensitivity when orbiting with the orbit camera; higher values make the camera orbit faster -
client.pingReturns the client current round-trip ping to the server in milliseconds -
client.ping_testForces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers -
client.playerseedForces the local player's or a named player's character model to use the specified seed value; admin/developer only -
client.playvideoDownloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set -
client.predictionEnables client-side movement prediction; disabling causes rubber-banding on movement but can help isolate network desync issues -
client.premium_refresh_intervalInterval in seconds between automatic client-side premium status rechecks; clamped between 30 and 3600 seconds -
client.printdecryptqueuePrints the current client decryption queue depth including packet count and byte size -
client.printeyesPrint the current player eyes. -
client.printgridPrint the current player position. -
client.printheadPrint the current player head. -
client.printinputPrint the current player input. -
client.printposPrint the current player position. -
client.printposcenterPrint the current player center position. -
client.printreadqueuePrints the current client incoming network read queue depth including packet count and byte size -
client.printrotPrint the current player rotation. -
client.printspeedPrint the speed the current player is travelling in world space -
client.printwritequeuePrints the current client outgoing network write queue depth including packet count and byte size -
client.prioritize_favourite_serversWhen enabled, favourite servers are sorted to the top of the server browser list -
client.prioritize_premium_serversWhen enabled, premium servers are sorted to the top of the server browser list -
client.prioritize_secure_serversWhen enabled, EAC-secured servers are sorted above non-secure servers in the browser -
client.pushtotalkWhen enabled voice-chat will be in push-to-talk mode instead of always on -
client.qualify_premium_overrideOverrides the premium server qualification check; 0 = default check, non-zero forces a specific qualification result -
client.receivelatencySimulated read latency in milliseconds added to all incoming packets; useful for testing behaviour on high-latency connections -
client.recheck_premiumSetting to true triggers an immediate recheck of this client's premium status -
client.reportDumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file -
client.reportbugOpens the in-game bug report dialog -
client.reportplayerOpens the report player dialog; optionally pre-fills it with the provided Steam ID -
client.requesttutorialfromserverSends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first -
client.respawnloadoutSerialised respawn loadout string sent to the server; used for custom starting item sets in tutorial or developer contexts -
client.rockskinSkin ID applied to the player's rock tool -
client.selectedbuttoncolourPreferred colour index when placing buttons -
client.selectedindustrialdeployablecolourPreferred colour index when placing industrial deployables -
client.selectedshippingcontainerblockcolourPreferred colour index when placing shipping container building blocks -
client.server_restart_warnings_in_chatShow the server restart warning toasts in chat instead (like before) -
client.setlocalplayervisibleWhen called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer -
client.setunderwearSets the player's underwear model by item short name; updates the client skin var and notifies the server of the change -
client.shieldonbackShield stays on back while holding one handed weapons. -
client.showcaminfoShows a debug camera info overlay displaying the current sensor name, focal length, and effective field of view values -
client.showgrowableuiShows the growable plant management UI panel when looking at a planted seed or plant -
client.showmissionprovidersonmapWhen enabled, shows mission provider NPC location markers on the in-game map overlay -
client.showsashesWhen enabled, shows alliance or team sash decorations on player character models -
client.showsleepingbagsonmapWhen enabled, shows sleeping bag and bed location markers on the in-game map overlay -
client.showtogglegrowableuiShows the toggle button that opens and closes the growable plant management UI -
client.showvendingmachinesonmapWhen enabled, shows vending machine location markers on the in-game map overlay -
client.shuffleplayerseedRandomises the local player's character model seed, generating a new random appearance; admin/developer only -
client.skins_access-1 to disable all skin access, 0 for account skin access (default), 1 for all skin access -
client.sortskinsrecentlyusedWhen enabled, recently used skins appear at the top of the skin selector list for quicker reuse -
client.svForwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions -
client.throwpredictionShow a client-predicted grenade the instant you throw it, instead of waiting for the server to spawn it -
client.throwprediction_handoriginPredicted grenades leave the hand and converge onto the real arc, instead of appearing at the eyes -
client.toggleshieldbackToggles whether to block with your shield or stow it on your back. -
client.torchskinSkin ID applied to the player's torch item -
client.underwearskinSkin ID of the player's underwear; saved client info sent to the server for character model rendering -
client.updaterendererswhenoffscreenUpdate Skin Renderers when offscreen. -
commands.echo -
commands.find -
console.clearClears all entries from the in-game console UI output window -
console.copyCopies the entire contents of the in-game console UI output to the system clipboard -
console.erroroverlay -
copypaste.cancelCancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds -
copypaste.copyboatCopies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats -
copypaste.copyboxCopies 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 -
copypaste.copybuildingCopies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include -
copypaste.copyradiusCopies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing -
copypaste.cutCopies 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 -
copypaste.deletepaste<name> -
copypaste.download_pasteAsks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply -
copypaste.drawselectionWhen enabled, draws a visual wireframe box in the world showing the current pos1/pos2 copy/paste selection bounds; disable to hide the selection visualiser -
copypaste.killboxDestroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation -
copypaste.list_pastesLists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer -
copypaste.listpastesLists all paste files stored in the local client copypaste directory and prints their names to the console -
copypaste.loadclipboardLoads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command -
copypaste.pastePastes the clipboard (or named) paste at the player's current position, respecting all active paste filter flags (paste_npcs, paste_deployables, etc.) -
copypaste.paste_authShould the admin be automatically authed on every entity in the paste -
copypaste.paste_building_onlyWhen enabled, only building blocks are pasted and all other entity types (deployables, NPCs, vehicles) are excluded regardless of other paste flags -
copypaste.paste_deployablesWhen enabled, deployable items (doors, turrets, boxes, etc.) are included when pasting; disable to paste only building blocks -
copypaste.paste_foundations_onlyWhen enabled, only foundation building blocks are pasted; useful for quickly laying out a base footprint without pasting the full structure -
copypaste.paste_gridPastes 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 -
copypaste.paste_height_offsetVertical offset in metres applied to the paste position; positive values raise the pasted structure above the target point, negative values lower it -
copypaste.paste_linePastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres -
copypaste.paste_npcsWhen enabled, NPC entities are included when pasting a copied selection; disable to paste only the structure without any bots or animals -
copypaste.paste_playersWhen enabled, player entities recorded in the paste are spawned when pasting; normally disabled as pasting players is only needed in specific cinematic/test scenarios -
copypaste.paste_resourcesWhen enabled, resource nodes (trees, ore rocks, etc.) are included when pasting a copied selection -
copypaste.paste_snap_terrainWhen enabled, the pasted structure is snapped vertically to the terrain height at the paste position rather than preserving its original world height -
copypaste.paste_vehiclesWhen enabled, vehicle entities are included when pasting a copied selection -
copypaste.pos1Sets position 1 of the copy/paste selection box to the player's current world position; use pos2 to set the opposite corner -
copypaste.pos2Sets 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 -
copypaste.printselection_clSends 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 -
copypaste.renamepasteRenames 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 -
copypaste.saveclipboardSaves the current clipboard paste to a named file on disk; add --overwrite to replace an existing paste with the same name -
copypaste.setscreenshot<name> Takes a screenshot of what you're looking at and set it as the thumbnail of that file. -
copypaste.undopasteSends an undo request to the server to destroy all entities spawned by the calling player's most recent paste operation -
copypaste.viewscreenshot<name> -
countryphrases.debug_browser_codes -
crabswarm.framebudgetmsHow many milliseconds to budget for simulating crab swarms per frame. Swarms that miss out still draw, they just catch up next time. -
crosshair.color0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=black -
crosshair.dotsizeSize of center dot [0-5] -
crosshair.dynamic_spacingWhen holding a gun, crosshair reticle spacing changes depending on accuracy -
crosshair.dynamic_visibilityCrosshair gets hidden when aiming, alt-looking or not holding a gun -
crosshair.generate_codeGenerate a code from the current crosshair settings and copy it to clipboard -
crosshair.lengthLength of the outer lines [1-20] -
crosshair.load_codeLoad and apply crosshair settings from a code -
crosshair.outlineOutline enabled true/false -
crosshair.outlinecolor0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan | 7=white -
crosshair.reset_to_defaultApply the default crosshair configuration -
crosshair.spacingSpacing of the outer lines [0-3] -
crosshair.style0=default | 1=dot | 2=T-shape -
crosshair.widthWidth of the outer lines [1-8] -
culling.debugdrawhizmipchainRender entire HiZ mip chain on screen -
culling.debugdrawhizoverlayRender overlay depth overlay. Pass -1 to disable, or pass up to 7 to draw specific layer -
culling.debugidIsolate visualization of culling.debug to a specific mesh -
culling.debuglookatTry to pick a renderer from physics raycast -
culling.debugmaskBitfield(1 dynamic, 2 static, 4 grid) to visualize occluder bounds -
culling.debugrangeFilters debug rendering for occludees outside the range -
culling.debugscreenboundsShows screen space bounds of registered occluders -
culling.debugshowoccluderidWhen debug is set to 1 or 2, renders out the ID of the occluder -
culling.debugshowstatsRender stats on screen continuously -
culling.dynamic_occlusion_pausing0 = parent only, 1 = check if parent can move, 2 = check if doors are opening -
culling.entitymaxdistMaximum distance to show any players in meters -
culling.entityminculldistEntity of any kind will always be visible closer than this -
culling.entityminshadowculldistMinimum distance at which we start disabling shadows for entities -
culling.entityupdaterateHow many times per second to check for visibility -
culling.envEnable environment culling -
culling.envmindistMinimum distance in meters to start culling environment -
culling.extralodstepsHow many extra steps of LOD checking to do when validating object visibility. Higher number is more accurate, but more expensive -
culling.log_dynamic_occlusionLog dynamic occlusion changes to console -
culling.nodatavisibleDefault visibility for unknown data during reprojection; e.g. rotating camera fast. -
culling.print_occlusionPrints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible -
culling.printstatsPrint buffer stats of occlusion system -
culling.safemodeCulling safe mode; VERY SLOW and LEAKY... for debugging purposes only -
culling.skinned_placeholderShould skinned renderers be replaced with static renderers when possible -
culling.toggleEnable/Disable occlusion culling -
dartsgame.debug -
data.exportExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path -
ddraw.arrowarrow {duration} {color} {start} {end} {headSize} {distanceFade} {zTest} {entityId} {id} -
ddraw.boxbox {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} {entityId} {id} -
ddraw.capsulecapsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} {zTest} {entityId} {id} -
ddraw.clearClears all active DDraw debug shapes and text overlays from the client display -
ddraw.clearidClears active DDraw debug shapes and text overlays from the client display based on ID -
ddraw.hideddrawduringdemoWhen enabled, suppresses all DDraw debug overlay rendering during demo playback so debug shapes do not appear in recorded footage -
ddraw.lineline {duration} {color} {start} {end} {distanceFade} {zTest} {entityId} {id} -
ddraw.max_ddraw_countmax_draw_count {max value} (0 = unlimited) -
ddraw.spheresphere {duration} {color} {start} {radius} {distanceFade} {zTest} {entityId} {id} -
ddraw.texttext {duration} {color} {pos} {text} {distanceFade} {zTest} {scale} {entityId} {id} -
ddraw.use_instancingEnables GPU instancing for DDraw debug shapes, batching repeated geometry (spheres, boxes, lines) into fewer draw calls for better debug performance -
ddraw.use_instancing_for_textEnables GPU instancing for DDraw debug text labels; reduces draw call cost when many text overlays are visible simultaneously -
debug.allowduplicatecommandsinconsolehistoryInputting the same command multiple times in the console will only add one instance to history -
debug.ambientvolumesWhether or not to update ambient light from environment volumes -
debug.animatorsubsystemdebug -
debug.blockwearablematerialrandomisationWhen enabled, prevents the random material variant selection on wearable items, forcing them to always use the base material -
debug.callbacksWhen enabled, logs debug information about object callback invocations to the console; useful for tracing event callback chains -
debug.checktriggersWhen enabled, validates trigger collider configurations each physics update to catch incorrectly parented or sized trigger volumes -
debug.clear_bushesRemoves 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 -
debug.clear_treesSends 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 -
debug.clearallfogofwarClears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action -
debug.cmbrainforcedisableWhen true, forcibly disables the CameraMan brain component, preventing it from overriding camera control; useful for manual camera debugging -
debug.copydebugworldinfoCopies current world debug info (position, level name, world size, seed) to the system clipboard -
debug.debugboatissuePrints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data -
debug.debugcameraEnable debug camera mode -
debug.debugcamera_autoloadAutomatically load the debug camera state whenever toggling it -
debug.debugcamera_autosaveAutomatically save the debug camera state whenever toggling it -
debug.debugcamera_bonerotationApply target bone rotation to debug camera -
debug.debugcamera_clearClears all saved debug camera positions from the current CameraMan instance -
debug.debugcamera_cycleboneKey binding that cycles the debug camera target to the next bone on the currently targeted entity -
debug.debugcamera_dollybackKey binding that moves the debug camera backward along its dolly axis -
debug.debugcamera_dollyforwardKey binding that moves the debug camera forward along its dolly axis -
debug.debugcamera_dollyspeedMovement speed multiplier applied when dollying the debug camera forward or backward -
debug.debugcamera_fovGet/Set debug camera FOV -
debug.debugcamera_guideGet/Set debug camera guide -
debug.debugcamera_guide_aspectratioGet/Set debug camera guide aspect ratio -
debug.debugcamera_guide_colorGet/Set debug camera guide color -
debug.debugcamera_listLists all saved debug camera positions stored in the current CameraMan instance -
debug.debugcamera_loadLoads a previously saved debug camera state by name and applies it to the active CameraMan instance -
debug.debugcamera_lockLocks the debug camera in place -
debug.debugcamera_lookatEnable/Disable 'lookat' mode when using debugcamera_unfreeze -
debug.debugcamera_lowerKey binding that lowers the debug camera vertically -
debug.debugcamera_offsetWorld-space positional offset applied to the debug camera position relative to its target; saved across sessions -
debug.debugcamera_preservePreserve the initial debug camera state through game restarts -
debug.debugcamera_raiseKey binding that raises the debug camera vertically -
debug.debugcamera_saveSaves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot) -
debug.debugcamera_savetofileSaves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups -
debug.debugcamera_shakeShake debug camera [amplitude, frequency, duration] -
debug.debugcamera_stopshakeStops all debug camera shaking -
debug.debugcamera_targetSet debug camera target entity -
debug.debugcamera_targetbindKey binding that sets the current debug camera target to the entity the player is looking at -
debug.debugcamera_targetprintPrints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted -
debug.debugcamera_unfreezeUnfreeze the player when in debug camera mode -
debug.debugcamera_zoominKey binding that zooms the debug camera in (decreases FOV) -
debug.debugcamera_zoomoutKey binding that zooms the debug camera out (increases FOV) -
debug.debugclientmountmenuDDraw the reason the client mount menu of entities gets blocked -
debug.debugdismountdurationDuration in seconds to keep ddraw for dismount attempts visible -
debug.debugdismountsShows some debug info for dismount attempts. -
debug.disablecameramovementwhilereceivingsnapshotPrevents the camera from moving while the initial world snapshot is being received, avoiding disorienting camera jumps during connect -
debug.disablefoliageinstancingwhileloadingDisables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading -
debug.disablewaterrenderingwhileloadingDisables the water rendering system during the initial world load to reduce GPU overhead and speed up the loading screen -
debug.dofexposerforcedisableWhen true, forcibly disables the depth-of-field exposer component on the client camera; useful for debugging DOF interaction issues -
debug.drawcollidersDraw colliders -
debug.drawcolliders_hide_preventbuildingPrevents prevent building volumes from being drawn with drawcolliders -
debug.drawcolliders_hide_triggersPrevents triggers from being drawn with drawcolliders -
debug.drawlootcountdownsDraws the remaining loot refresh countdown above nearby loot containers -
debug.drawlootcountdowns_radiusRadius around the player to show loot countdowns in when drawlootcountdowns is enabled -
debug.ent_find_radiusGet a list of entity info in radius -
debug.fakespeechplayerFakes mouth movement of the supplied player (like they're speaking) -
debug.forcecrashIntentionally crash the process to verify the native crash handler. Optional category: accessviolation (default), fatalerror, abort, purevirtual, monoabort -
debug.invokeperformancetrackingWhen enabled, activates the invoke profiler to track per-invoke execution time; sets the profiler mode to 2 for detailed timing -
debug.logWhen enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output -
debug.lookingatPrint info about what the player is currently looking at -
debug.lookingat_debugEnable debug mode on the entity we're currently looking at -
debug.noclipToggle admin no clipping -
debug.oninventorychangedWhen enabled, fires the client-side inventory changed callback whenever inventory contents update; disabling suppresses these callbacks for testing -
debug.printanimatorsPrints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances -
debug.printcullingvolumeinfoPrints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active -
debug.printdebugworldinfoPrints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled -
debug.printqueues -
debug.printterrainconfigPrints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active -
debug.renderinfo -
debug.repeatcommandRepeats the last command entered into the console window -
debug.resetfogofwarResets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective -
debug.setcreative_uiSet/remove creative mode UI for your player (Does not activate creative mode!) -
debug.setinvis_uiSet/remove debug.invis UI for your player (Does not activate debug.invis!) -
debug.showallcullingvolumesWhen enabled, draws debug visualisations for all CullingVolume trigger colliders in the scene; useful for auditing culling zone coverage -
debug.showentities<entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius. -
debug.showviewmodelaimhelperWhen enabled, renders the viewmodel aim helper debug visualisation in the client viewport; used to tune weapon aiming assist hitboxes -
debug.showworldinfoinperformancereadoutWhen enabled, appends world position and seed info to the on-screen performance readout overlay -
debug.skyreflectionWhether or not to update the sky reflection probe -
debug.stallStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems -
debug.testerrorLogs a test error and exception for testing error display. -
debug.viewmodelaimhelpwidthWidth in world units of the viewmodel aim helper debug visualisation; controls how wide the aim assistance region appears when showViewmodelAimHelper is on -
debug.waterfactorprintoutWhen enabled, logs the current water factor value affecting the camera to the console each frame; useful for debugging underwater transition rendering -
decal.cacheEnables a decal cache that reuses identical decal instances rather than spawning new ones, reducing draw calls for repeated surface impacts -
decal.capacityMaximum number of decals allowed per surface at any one time; older decals are removed when this limit is reached to prevent surface clutter -
decal.clearImmediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks -
decal.instancingEnables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance -
decal.limitGlobal maximum number of active decal instances across the entire scene; older decals are removed when the limit is reached -
decor.qualityControls draw distance and density of decorative foliage and props (0-100); lower values reduce decoration rendering for better performance -
deepsea.debug_portals_visibleWhen enabled, renders debug visualisers for all deep sea portal positions on the client; useful for verifying portal placement during development -
deepsea.islands_billboard_scaleScale multiplier for the deep sea island billboards -
deepsea.mainisland_billboard_scaleScale multiplier for the main island billboard seen from the deep sea -
demo.autodebugcamAutomatically switch to the debug cam when loading a demo -
demo.browserOpens demo browser -
demo.cinematicshakeUse the cinematic multi-layer camera shake in demos. -
demo.cinematicshake_amplitude -
demo.cinematicshake_frequency -
demo.compatibilitylayerEnable demo compatibility layer to resolve renamed/moved prefabs from older recordings -
demo.compressshotkeyframesCompresses demo shot keyframes, saving space at the cost of fidelity -
demo.dollyaddkeyAdds a dolly camera keyframe at the current camera position while in the demo dolly editor -
demo.dollypreviewShows a picture in picture preview of the dolly camera while the demo dolly editor is open -
demo.dollypreview_fpsHow many times a second the demo dolly editor preview re-renders -
demo.dollypreview_heightVertical resolution of the demo dolly editor preview -
demo.dollyremovekeyRemoves the dolly camera keyframe the camera is looking at while in the demo dolly editor -
demo.forcepowergridstageWhen >= 0, forces powergrid stage to return as this value during demo playback. -1 for whatever the saved value is in the demo timeline. -
demo.jumpJump to a set time within the demo -
demo.newuiEnables the new demo UI, can be toggled while in a demo -
demo.pausePauses a running demo (same as setting timescale to 0) -
demo.playPlays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning -
demo.playernamesPrints all player names in the demo -
demo.readcfgReads the cfg for the current playing demo. This is run when starting a demo -
demo.recordStarts recording a client-side demo to a file with the given name in the demos/ folder; requires being connected to a server -
demo.recorderShow/hide demo recorder UI -
demo.redocurrentshotDuring demo playback, resets the current camera shot back to its start, replaying it from the beginning -
demo.resumeResumes a running demo -
demo.showcommunityuiWhen enabled, shows community UI elements (clan tags, badges) during demo playback -
demo.showlocalplayernametagWhen enabled, shows the local player name tag above their head during demo playback; useful for identifying the recorded player in third-person shots -
demo.skipSkip forward or backwards by a set amount of seconds. Use negative numbers to go backwards. -
demo.stopStops any active client-side demo recording or playback and finalises the file -
demo.timeline_max_zoomMaximum demo timeline zoom multiplier, default to 0 for auto. -
demo.timescalePlayback speed multiplier for demo replay; 1.0 = real-time, 2.0 = double speed, 0.5 = half speed; clamped to 0-50 -
demo.togglehudToggles the demo playback HUD on or off, equivalent to toggling demo.ui -
demo.togglenvgToggles NVG screen effect (only works in demos) -
demo.toggleplayToggles demo playback between play and pause; bind a key to this for the demo editor -
demo.togglerecordToggles camera path recording on or off while in the demo record camera mode -
demo.uiWhen enabled, shows the demo playback control UI overlay during demo playback; disabling hides all playback controls -
drone.windlerpspeed -
drone.windpositiondivisor -
drone.windpositionscale -
drone.windrotationmultiplier -
drone.windtimedivisor -
effects.antialiasingAnti-aliasing mode: 0 = None, 1 = FXAA, 2 = SMAA, 3 = TSSAA (temporal); higher modes reduce jagged edges at increasing GPU cost -
effects.aoEnables ambient occlusion post-processing; adds contact shadows in corners and crevices, improving depth perception at a moderate GPU cost -
effects.bloomEnables bloom post-processing; causes bright light sources and emissive surfaces to bleed glow onto surrounding pixels -
effects.clearallgibsDestroys all currently active gib (debris) objects in the world and reports the count removed; useful for recovering performance after a large battle -
effects.creationeffectsWhen enabled, plays visual effects (sparks, dust, etc.) when objects are built or placed in the world -
effects.currentgibcountPrints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached -
effects.footstepsWhen enabled, plays footstep sounds for the local player; disabling silences footsteps without affecting other audio -
effects.hurtoverlayEnables the blood/damage overlay displayed on-screen when the player takes damage; disable to reduce visual clutter when injured -
effects.hurtoverleyapplylightingWhen 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 -
effects.lensdirtEnables lens dirt overlay; adds a subtle dirt/smudge texture to the camera lens bloom, simulating a dirty camera sensor -
effects.maxgibdistMaximum distance in metres at which gib objects are visible and simulated; gibs beyond this range are culled to save CPU and GPU -
effects.maxgiblifeMaximum lifetime in seconds a gib object is kept alive before being automatically removed, regardless of the gib budget -
effects.maxgibsMaximum number of gib (debris) objects that can exist in the world simultaneously; excess gibs are culled oldest-first to stay within this budget -
effects.mingiblifeMinimum lifetime in seconds a gib object persists before it can be destroyed by the gib budget cull -
effects.motionblurEnables motion blur post-processing; blurs fast-moving objects and camera rotations to simulate camera shutter exposure -
effects.otherplayerslightflaresWhen 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 -
effects.shaftsEnables god ray / light shaft effects; renders volumetric light beams through foliage and openings, increasing atmospheric quality -
effects.sharpenEnables sharpening post-processing pass; enhances fine detail and edge contrast, particularly useful when TSSAA softens the image -
effects.showoutlinesShow outlines of objects when applicable i.e. dropped items -
effects.vignetEnables vignette post-processing; darkens the screen edges to draw focus toward the centre of the view -
effectscalewithcameradistance.onWhen enabled, effects that use EffectScaleWithCameraDistance will scale their size based on the distance from the camera; disable to use fixed size -
electricbattery.battery'charge' (default to full), 'deplete' -
entity.debug_lookatPrints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list -
entity.downloadsignDownloads the sign currently being looked at to disk with the supplied filename -
entity.find_entityLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client -
entity.find_groupLists all networked entities belonging to the given network group ID in a formatted table; admin-only on client -
entity.find_idLists the networked entity with the given network entity ID in a formatted table; admin-only on client -
entity.find_parentLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client -
entity.find_radiusLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client -
entity.find_selfLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client -
entity.find_statusLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client -
entity.spawnSpawns a client-side entity by prefab name or path at the position the local player is looking at; admin/developer only -
entity.spawnatspawnat <entityName> <worldPos> [worldRotationAngles] -
entity.spawnherespawnhere <entityName> [distance] [worldRotationAngles] -
entity.spawnitemSpawns a dropped item entity client-side by item short name at the local player look position; admin/developer only -
entity.spawnviewSpawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles] -
entity.uploadsignSets a sign to display the given PNG image -
env.cloudmovementWhen enabled, cloud layers move across the sky over time; disabling freezes clouds in place for consistent lighting or screenshots -
env.cloudrotationCurrent rotation angle of the cloud layer in degrees; can be set to reposition clouds for lighting tests or screenshots -
env.nightlight_debugcamera_enabledToggles nightlight screen effect when using debug camera -
env.nightlight_enabledWhen enabled, ambient night lighting is applied at night; disabling makes nights pitch-black for horror or specific event scenarios -
env.skyrotationRotates the entire sky environment (including sun and moon positions) by the given angle; useful for controlling light direction without changing time of day -
espcanvas.colourcodeteamsAdmin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDs -
espcanvas.disableocclusionchecksAdmin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of walls -
espcanvas.maxnameplatesMax amount of nameplates to show at once -
espcanvas.nameplateautosizeAdmin-only: Should the nameplates size dynamically change based on distance? -
espcanvas.nameplateautosize_falloffAdmin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances). -
espcanvas.overridemaxdisplaydistanceAdmin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distance -
espcanvas.showhealthAdmin-only: when enabled, player health values are shown in ESP player info elements above each player -
espcanvas.showvoipAdmin-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 -
espcanvas.userandomteamcoloursAdmin-only: when enabled, ESP player info team colours are randomised per team rather than using the configured team ID colour mapping -
espplayerinfo.blueteamidTeam ID value used to colour-code ESP player info elements in blue for admin team identification; saved and server-settable -
espplayerinfo.framebudgetms -
espplayerinfo.grayteamidTeam ID value used to colour-code ESP player info elements in gray for admin team identification; saved and server-settable -
espplayerinfo.greenteamidTeam ID value used to colour-code ESP player info elements in green for admin team identification; saved and server-settable -
espplayerinfo.lavenderteamidTeam ID value used to colour-code ESP player info elements in lavender for admin team identification; saved and server-settable -
espplayerinfo.mintteamidTeam ID value used to colour-code ESP player info elements in mint for admin team identification; saved and server-settable -
espplayerinfo.orangeteamidTeam ID value used to colour-code ESP player info elements in orange for admin team identification; saved and server-settable -
espplayerinfo.pinkteamidTeam ID value used to colour-code ESP player info elements in pink for admin team identification; saved and server-settable -
espplayerinfo.purpleteamidTeam ID value used to colour-code ESP player info elements in purple for admin team identification; saved and server-settable -
espplayerinfo.redteamidTeam ID value used to colour-code ESP player info elements in red for admin team identification; saved and server-settable -
espplayerinfo.yellowteamidTeam ID value used to colour-code ESP player info elements in yellow for admin team identification; saved and server-settable -
file.debugEnables verbose debug logging for the file system abstraction layer, logging all file read/write operations to the console -
file.timeWhen enabled, measures and logs the time taken for each file system operation, helping identify slow asset or config file loading -
fps.build_infoShow build information in the F8 performance overlay if available -
fps.frame_timingShow detailed frame timing bars in the F8 performance overlay -
fps.graphControls the FPS graph overlay mode; 0 = off, higher values show increasingly detailed frame time graphs and performance metrics -
fps.limitTarget application frame rate cap; 0 = unlimited; on client clamped to 240; on server limits tick dispatch rate; saved between sessions -
fps.limitinbackgroundWhen 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 -
fps.limitinmenuWhen enabled, applies the fps.limit cap while in the main menu, preventing unnecessary GPU usage on the menu screen -
fps.rainbowShow the old rainbow bar in the F8 performance overlay -
fps.startloggingThis is going to log your FPS into a file, call stoplogging to stop the logging -
fps.stoploggingStops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk -
fps.world_infoShow world information in the F8 performance overlay -
fuzzysearch.search_similarity_modifierHow 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) -
gametip.hidegametipHides the game tip HUD element, fading it out over 1 second; can be called from server -
gametip.listgametipsReturns the array of all registered game tip definitions for console inspection -
gametip.server_event_tipsWhether server events will show on the client as toast notifications -
gametip.showgametipDisplays a game tip message on the HUD using the game tip canvas, fading it in over 1 second; can be called from server -
gametip.showgametipsWhen enabled, game tips can be displayed on the HUD; disable to suppress all game tip messages; saved between sessions -
gametip.showtoastWill show a game tip on the player screen <style> <text> -
gametip.showtoast_translatedWill show a translated game tip on the player screen <style> <key> <english> <overlay> <args> -
gc.allocAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput -
gc.bufferRaw size in bytes of the GC buffer allocation; do not set directly - use gc.buffer_enabled and let the system manage allocation -
gc.buffer_enabledEnables the managed memory GC buffer, which pre-allocates a buffer to delay GC collections and reduce GC-induced frame hitches -
gc.collectTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling -
gc.debuglevelControls the verbosity of GC debug output; higher values print more details about collection frequency and memory pressure -
gc.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session -
gc.incremental_enabledRead-only: reports whether Unity incremental garbage collection is enabled for this runtime; cannot be changed at runtime -
gc.incremental_millisecondsTime slice in milliseconds allocated to incremental GC per frame; lower values reduce GC stutter but spread collection over more frames -
gc.unloadCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM -
geolocation.auto_detect_country -
geolocation.geo_statusPrint current GeoLocation state -
geolocation.phrases_countPrint how many country phrases are loaded -
geolocation.searchSimulate a country search query and log matching results -
geolocation.window_statePrint UI_CountrySelection window state -
gesturecollection.showadmincinematicgesturesinbindingsWhen enabled, admin-only cinematic gestures are shown in the gesture binding UI for assignment -
gesturecollection.slot0ring0bindSaved gesture binding for radial menu ring 0, slot 0; default clap -
gesturecollection.slot0ring1bindSaved gesture binding for radial menu ring 1, slot 0; empty by default -
gesturecollection.slot10ring0bindSaved gesture binding for radial menu ring 0, slot 10; default raiseroof -
gesturecollection.slot10ring1bindSaved gesture binding for radial menu ring 1, slot 10; empty by default -
gesturecollection.slot11ring0bindSaved gesture binding for radial menu ring 0, slot 11; default cabbagepatch -
gesturecollection.slot11ring1bindSaved gesture binding for radial menu ring 1, slot 11; empty by default -
gesturecollection.slot12ring0bindSaved gesture binding for radial menu ring 0, slot 12; default twist -
gesturecollection.slot12ring1bindSaved gesture binding for radial menu ring 1, slot 12; empty by default -
gesturecollection.slot1ring0bindSaved gesture binding for radial menu ring 0, slot 1; default surrender -
gesturecollection.slot1ring1bindSaved gesture binding for radial menu ring 1, slot 1; empty by default -
gesturecollection.slot2ring0bindSaved gesture binding for radial menu ring 0, slot 2; default hurry -
gesturecollection.slot2ring1bindSaved gesture binding for radial menu ring 1, slot 2; empty by default -
gesturecollection.slot3ring0bindSaved gesture binding for radial menu ring 0, slot 3; default ok -
gesturecollection.slot3ring1bindSaved gesture binding for radial menu ring 1, slot 3; empty by default -
gesturecollection.slot4ring0bindSaved gesture binding for radial menu ring 0, slot 4; default point -
gesturecollection.slot4ring1bindSaved gesture binding for radial menu ring 1, slot 4; empty by default -
gesturecollection.slot5ring0bindSaved gesture binding for radial menu ring 0, slot 5; default shrug -
gesturecollection.slot5ring1bindSaved gesture binding for radial menu ring 1, slot 5; empty by default -
gesturecollection.slot6ring0bindSaved gesture binding for radial menu ring 0, slot 6; default thumbsdown -
gesturecollection.slot6ring1bindSaved gesture binding for radial menu ring 1, slot 6; empty by default -
gesturecollection.slot7ring0bindSaved gesture binding for radial menu ring 0, slot 7; default thumbsup -
gesturecollection.slot7ring1bindSaved gesture binding for radial menu ring 1, slot 7; empty by default -
gesturecollection.slot8ring0bindSaved gesture binding for radial menu ring 0, slot 8; default victory -
gesturecollection.slot8ring1bindSaved gesture binding for radial menu ring 1, slot 8; empty by default -
gesturecollection.slot9ring0bindSaved gesture binding for radial menu ring 0, slot 9; default wave -
gesturecollection.slot9ring1bindSaved gesture binding for radial menu ring 1, slot 9; empty by default -
global.addcctvcodeAdds a cctv code to a Computer Station, look at the station when running the command -
global.adminambientmultiplierif >= 0 the ambient light intensity will be forced to this -
global.admincloudsif >= 0 the clouds amount will be forced to this value -
global.adminfogif >= 0 the fog amount will be forced to this value -
global.adminlightif >= 0 the sky light intensity will be forced to this -
global.adminrainif >= 0 the rain amount will be forced to this value -
global.adminreflectionmultiplierif >= 0 the reflection probe intensity will be forced to this -
global.admintimeif >= 0 the time of day (hour) will be forced to this -
global.adminui_receivecommandsClient-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 -
global.adminui_receiveplayerlistClient-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually -
global.adminui_receiveserverinfoClient-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually -
global.adminui_receiveugclistClient-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 -
global.adminwindif >= 0 the wind amount will be forced to this value -
global.aquaticvehicledismounttimeHow long you need to hold Jump for in order to dismount a water based vehicle -
global.blockemojiBlocks any emoji from appearing -
global.blockemojianimationsDisables any emoji animations -
global.blockserveremojiBlocks emoji provided by servers from appearing -
global.censornudityControls the nudity censorship level: 0 = none, 1 = censorship cubes, 2 = underwear shown; automatically forced to 2 in Chinese region builds -
global.censorrecordingsWhen enabled, silences and hides audio cassette recordings to prevent playback of user-recorded content -
global.censorsignsWhen enabled, blurs or hides player-painted signs, photos, spray paint art, and sculptures to censor user-generated imagery -
global.cinematicgingerbreadcorpses -
global.clearcctvcodesClears all cctv codes from a Computer Station, look at the station when running the command -
global.collidersPrints the count of enabled versus disabled Collider components currently in the scene -
global.consolescaleFont size for the console window, 8-24 (default is 12) -
global.copy_changesetCopies the current client and server changeset info to the clipboard -
global.ddraw_netupdateWhen enabled, draws debug visualisations of network update positions for all nearby entities; admin-only; useful for debugging network interpolation -
global.debuglanguage0 - Disabled, 1 - Display localization key, 2 - Display randomly generated strings -
global.developerDeveloper mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging -
global.disable_clouds -
global.dumpDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash. -
global.dumpanimatorsDumps a diagnostic snapshot of animators into a diagnostics subfolder -
global.dumpentitiesDumps a diagnostic snapshot of entities into a diagnostics subfolder -
global.dumplodgroupsDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder -
global.dumpnetworkDumps a diagnostic snapshot of network info into a diagnostics subfolder -
global.dumpobjectsDumps a diagnostic snapshot of objects into a diagnostics subfolder -
global.dumpphysicsDumps a diagnostic snapshot of physics into a diagnostics subfolder -
global.dumppreprocessDump list of prefabs pre-processed into a diagnostics subfolder -
global.dumprootobjectsDumps 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. -
global.dumpsysteminformationDumps a diagnostic snapshot of system information into a diagnostics subfolder -
global.dumpwarmupDumps a diagnostic snapshot of warmup info into a diagnostics subfolder -
global.enable_marker_teleportWhen enabled, right clicking on the map teleports you instead of placing a marker -
global.entSends a command to the server followed by the ID of the entity we're looking at -
global.execExecutes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files -
global.flyingvehicledismounttimeHow long you need to hold Jump for in order to dismount a flying vehicle -
global.forceoffadminstatusoverlayMedia: Forcefully disables all status overlays (god, creative, invis) -
global.forceunloadbundlesWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident -
global.freeClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only -
global.godIf you're an admin this will enable god mode -
global.groundvehicledismounttimeHow long you need to hold Jump for in order to dismount a car/snowmobile -
global.hideinteracttextwhileadsHide interact text when aiming down sights -
global.hideteamleadermapmarkersHides all team leader map markers on the compass and map -
global.horsedismounttimeHow long you need to hold Jump for in order to dismount a horse -
global.hudcomponentToggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object -
global.job_system_threadsNumber of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs -
global.killallplayersradiusKill all players within the given radius -
global.killplayerinviewKill the player you're looking at -
global.languageSets the client display language by locale code (e.g. en, de, fr); forces all UI text to reload using the new localisation strings -
global.limitflashingLimits the flashing frequency of music driven lights -
global.maxthreadsMaximum number of Unity job system worker threads; controls the background thread pool size for job dispatching -
global.objectsPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes -
global.overrideoceanenvironmentlerpControls how the ocean environment variables, -1=no override, 0=bottom of the ocean, 1=surface conditions -
global.perfControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage -
global.perf_disable_gc_notifMedia: This can be used to disable the performance text info when GC gets triggered -
global.printallscenesinbuildPrints all scenes registered in the build settings with their build index and asset path -
global.processmidiinputEnables MIDI controller input for in-game instruments; disabling suppresses MIDI events even when a MIDI device is connected -
global.queuePrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client -
global.quitQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode -
global.readcfgLoads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings -
global.redownload_signsClears the local cache for all signs within the given radius (default: sign texture request distance) and re-downloads their images from the server -
global.removecctvcodeRemoves a cctv code to a Computer Station, look at the station when running the command -
global.richpresenceEnables Steam Rich Presence, which broadcasts the current game activity (server name, player count) to Steam friends -
global.setrccodeSets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command -
global.show_hidden_itemsWhen enabled, hidden/developer-only items are shown in item picker and drop menus in the admin UI; admin-only -
global.showbloodEnables blood particle effects and blood splatter visuals when players or entities are damaged; disabling hides gore for accessibility or streaming -
global.showdeathmarkeroncompassShows a skull icon at the player last death position on the compass bar after they respawn, helping them navigate back to their body -
global.showemojierrorsDisplays any emoji rendering errors in the console -
global.showitemcountsonpickupShow how many of a given item is in the inventory when picking up a stackable item -
global.showitempickupnoticesShows small UI notification banners when the local player picks up items; disabling hides these pickup popup messages -
global.signundobufferHow many changes to save for undo/redo purposes -
global.spectatebotsIf true, can spectate bots -
global.status_clPrints client-side connection status information including connected state, ping, player entity ID, and current map to the client console -
global.steamconnectiontimeout -
global.steamnagleflush -
global.steamnagletime -
global.steamnetdebugTurns 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) -
global.steamnetdebug_ackrtt -
global.steamnetdebug_message -
global.steamnetdebug_p2prendezvous -
global.steamnetdebug_packetdecode -
global.steamnetdebug_packetgaps -
global.steamnetdebug_sdrrelaypings -
global.steamrelayinit -
global.steamsendbuffer -
global.steamsendratemax -
global.steamsendratemin -
global.steamstatus -
global.streamermodeEnables streamer mode, which hides sensitive player information such as Steam names and coordinates from on-screen elements to protect privacy -
global.subscriptionsPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports --json flag -
global.sysinfoPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform -
global.sysuidPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier -
global.texturesPrints a list of all live Texture objects with their name and estimated runtime memory size -
global.underwater_cinematicWhen enabled, enables additional cinematic underwater visual effects for cinematography use; admin-only -
global.underwater_effectWhen enabled, applies the underwater post-processing effect (distortion, colour grade) when the camera is submerged; admin-only client setting -
global.underwater_scatterMultiplier for underwater light scatter intensity; 1.0 = default, 0 = no scatter; admin-only cinematic control -
global.usesingleitempickupnoticeuse a single item pickup notice instead of spawning multiple for each resource picked up -
global.versionPrints the current game version string to the console, including build number and branch -
global.woundedfreecamIf true, can use F3 camera changes while in wounded state -
global.writecfgSaves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts -
graphics.afAnisotropic filtering level 1-16; higher values improve texture sharpness at oblique angles at a minor GPU cost; 1 = disabled -
graphics.aggressiveshadowlodWhen enabled, shadow LOD switching is more aggressive, reducing shadow detail at shorter distances to improve GPU shadow rendering performance -
graphics.aggressiveshadowlodwearableWhen enabled, wearable item renderers use the aggressive shadow LOD mode, disabling their shadow casting at shorter distances than normal -
graphics.allowthreadedtexturecreationWhen enabled, textures can be created on background threads; disable to force all texture creation to the main thread for debugging -
graphics.biomefogdensityscaleAdmin-only: global density multiplier for biome-specific ground fog; 1.0 = default, 0 = no fog -
graphics.biomefogterrainmapcacheWhen enabled, the biome fog terrain map is cached between frames; disable to force a fresh terrain map read every frame for debugging -
graphics.brandingWhen enabled, shows the Facepunch/Rust branding watermark on screen -
graphics.chatWhen enabled, the chat window is displayed; also gated by global.canChat -
graphics.collapserenderersCollapse objects on renderer LODs for memory savings. Game needs to be restarted after changing. -
graphics.compassCompass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled -
graphics.contactshadowsWhen enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps -
graphics.detailed_postprocessing_profilingWhen enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes -
graphics.disableanimatorlodDisable all animator LODs. This will seriously degrade performance! -
graphics.disablelightlodDisable all light LODs. This will seriously degrade performance! -
graphics.disableparticlelodDisable all particle LODs. This will seriously degrade performance! -
graphics.dlaaWhen enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU -
graphics.dlssNVIDIA DLSS upscaling quality preset: -1 = off, 0 = ultra performance, 1 = performance, 2 = balanced, 3 = quality, 4 = ultra quality -
graphics.dofWhen enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance -
graphics.dof_aperDepth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur -
graphics.dof_barrelAdmin/cinematic: barrel distortion amount applied to the depth-of-field effect -
graphics.dof_blurDepth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas -
graphics.dof_debugAdmin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning -
graphics.dof_focus_distdistance from camera to focus on -
graphics.dof_focus_lookingatAdmin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active -
graphics.dof_focus_targetSets 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 -
graphics.dof_focus_timeTime in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active -
graphics.dof_kernel_countGoes from 0 - 3, higher = more dof samples but slower perf -
graphics.dof_mode0 = auto 1 = manual 2 = dynamic based on target -
graphics.dof_nudgeAdjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer -
graphics.dof_squeezeAdmin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic -
graphics.drawdistanceMaximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance -
graphics.fogdensityscaleDensity multiplier for atmosphere fog -
graphics.fovCamera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion -
graphics.global_mip_bias_offsetManual offset (-2..+2) added to the automatic global mip bias. Should only be set when debugging visual issues. -
graphics.graphics_jobs_sync_point0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent -
graphics.grassshadowsenabledDeveloper-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering -
graphics.hlodWhen enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh -
graphics.hudWhen enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots -
graphics.impostorshadowsWhen enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost -
graphics.itemskinsWhen enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance -
graphics.itemskintimeoutTimeout in seconds before a workshop skin download is considered failed and abandoned -
graphics.itemskinunloadWhen enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses -
graphics.itemskinunloaddelayThe time in seconds before a unreferenced skin is unloaded. -
graphics.lodbiasGlobal multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. -
graphics.maxqueuedframesMaximum number of frames queued up by graphics driver. -
graphics.parallaxTerrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost -
graphics.printlodqueuesPrints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs -
graphics.reflexintervalusMinimum interval in microseconds for frame synchronization. 0 = no frame rate limit -
graphics.reflexlatencymarkerWhen enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT -
graphics.reflexmodeNVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs -
graphics.renderscaleInternal render resolution scale (0.5-1.0); values below 1.0 render at a lower resolution then upscale, improving performance at cost of sharpness -
graphics.reportparticlesystemsPrints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects -
graphics.reportshadowcastersPrints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls -
graphics.resolutionThe current screen resolution index. -
graphics.resolutionsDisplay a list of available resolutions. -
graphics.runallshadowpresetsperformancetestsDeveloper-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results -
graphics.runshadowpresetperformancetestDeveloper-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results -
graphics.screenmodeThe current screen mode. -
graphics.shadowfilterqualityDeveloper-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords -
graphics.shadowlightsMaximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost -
graphics.shadowmodeShadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive -
graphics.showtexeldensityTexture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter -
graphics.spatiallyawareenvironmentvolumesEnables spatially aware environment volumes. -
graphics.uiscaleUI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen -
graphics.upscalemodeSet Upscaling Mode (0: Nearest, 1: Bilinear, 2: Bicubic, 3: Biquadratic, 4: Catmull-Rom) -
graphics.usemarkerstooptimizeWhen enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations -
graphics.vclouds_reprojectAdmin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames -
graphics.viewmodeldepthWhen enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry -
graphics.vm_fov_scaleWhether to scale vm models with fov -
graphics.vm_horizontal_flipFLips viewmodels horizontally (for left handed players) -
graphics.volumetric_cloudsVolumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high -
graphics.vram_reportReturns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory -
graphics.vsyncRepresents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4. -
graphics.wait_for_present_sync_point0 = BeginFrame (default), 1 = EndFrame -
graphics.wavesDisable larger ocean waves to test performance. Client/Rendering-side only. -
graphicssettings.anisotropicfilteringGlobal anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. -
graphicssettings.billboardsfacecamerapositionIf enabled, billboards will face towards camera position rather than camera orientation. -
graphicssettings.enablelodcrossfadeEnables or disables LOD Cross Fade. -
graphicssettings.globaltexturemipmaplimitIndicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. -
graphicssettings.numshadowcascadesNumber of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four -
graphicssettings.particleraycastbudgetBudget for how many ray casts can be performed per frame for approximate collision testing. -
graphicssettings.pixellightcountThe maximum number of pixel lights that should affect any object. -
graphicssettings.shadowdistanceShadow drawing distance -
graphicssettings.shadowmapresolutionThe default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High -
graphicssettings.shadowqualitypresetThe preset that determines all shadow settings. Low for performance, Max for the best visuals. -
graphicssettings.softparticlesShould soft blending be used for particles? -
grass.displacementEnables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it -
grass.distanceMaximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas -
grass.maxthreadsMaximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention -
grass.print_foliagePrints statistics about the current foliage system state, including active grass instance counts and memory usage -
grass.qualityControls overall grass rendering quality (0-100); lower values reduce grass density and draw distance for significant GPU performance gains -
grass.refresh_budgetMaximum milliseconds per frame allocated to refreshing grass placement data; lower values spread refresh cost over more frames to avoid hitches -
grass.refresh_foliageForces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field -
hero.actionCall-to-action button label shown on the hero DLC promotional banner (e.g. Out Now, Coming Soon) -
hero.identIdentifier string for the currently active hero/DLC promotional banner; determines which promotional banner set is displayed in the main menu -
hero.showTriggers the hero DLC promotional banner to display in the main menu UI -
hero.titleTitle text displayed on the hero DLC promotional banner in the main menu -
hero.urlURL or Steam appid link opened when the player clicks the hero DLC banner call-to-action button -
hero.videoURL of the promotional video shown in the hero DLC banner in the main menu -
hitnotify.headshot -
hitnotify.notification_level -
indirect_instancing.batches_per_workerHow many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene -
indirect_instancing.buffer_upload_modeHow graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker -
indirect_instancing.cull_frustumDisable to skip frustum culling -
indirect_instancing.cull_lodDisable to skip distance/LOD culling. This may cause all instances to be culled -
indirect_instancing.cull_terrainDisable to skip terrain culling. (Currently disabled by default due to accuracy issues) -
indirect_instancing.damage_bitscan_jobDisable to perform scanning the damage bitmap synchronously on the main thread -
indirect_instancing.debugShow on-screen debug info about the indirect instancing system -
indirect_instancing.debug_motionMake the debug overlay highlight all moving instances with a yellow ball -
indirect_instancing.debug_raycastMake the debug overlay include information about the object directly in front -
indirect_instancing.enabledEnable/disable the indirect instancing system -
indirect_instancing.fallbackDisable to forcefully stop the fallback renderer from updating and submitting graphics commands -
indirect_instancing.motion_listDisable to skip updating the motion list -
indirect_instancing.multi_drawDisable to never use multi-draw and never update monster meshes -
indirect_instancing.remove_null_transformsEnable to run an additional pass to remove null entries from the transform memory. -
indirect_instancing.remove_queueDisable to skip processing the remove queue -
indirect_instancing.renderDisable to forcefully prevent the instancing system from submitting any graphics commands -
indirect_instancing.reorder_commandsDisable to prevent reordering the contents of the command args buffer -
indirect_instancing.reorder_instances_jobDisable to prevent reordering the contents of the instance data buffer -
indirect_instancing.schedule_jobsDisable to forcefully prevent the instancing system from scheduling any jobs -
indirect_instancing.schedule_mode_aggregationHow to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_allSet scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_frustumHow to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_lodHow to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_reorderingHow to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated -
indirect_instancing.schedule_mode_streamingHow to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_terrainHow to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid -
indirect_instancing.schedule_mode_transformsHow to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated -
indirect_instancing.shadowsDisable before joining a server to force all instanced objects to not have shadows -
indirect_instancing.single_drawDisable to forcefully prevent per-mesh draw calls from being submitted -
indirect_instancing.streamingDisable to completely skip calculating and applying streaming texture mip levels -
indirect_instancing.streaming_fallback_fixed_distanceIf non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer. -
indirect_instancing.streaming_force_mip_levelIf != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation. -
indirect_instancing.streaming_instancing_fixed_distanceIf non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer. -
indirect_instancing.streaming_use_all_instancesDisable to only consider culling survivors for mip level calculations -
indirect_instancing.streaming_use_mesh_uv_distribution_metricsDisable to force all mesh UV distributions metrics to be 1 -
indirect_instancing.streaming_use_min_mip_levelDisable to set mip levels as requested mip levels, potentially overwriting results of Unity's streaming system. -
indirect_instancing.streaming_use_unity_hardcoded_camera_paramsEnable to use hardcoded 60° FOV camera parameters that normally only get used when there are no cameras. -
indirect_instancing.streaming_use_vertex_area_scalesDisable to force all vertex area scales to be 1 -
indirect_instancing.tc_max_iterationsSet max iterations for terrain culling. Controls how far the raycasts will walk across the terrain height map -
indirect_instancing.transform_apply_jobDisable to apply transforms of moving instances synchronously on the main thread -
indirect_instancing.update_buffersDisable to forcefully prevent the instancing system from updating any GPU buffers -
indirect_instancing.use_min_mip_levelWhen enabled, applies a minimum mip level floor to instanced renderer texture streaming calculations; prevents over-sharpening of instance textures at close range -
indirect_instancing.use_pre_culled_maskDisable to ignore pre-culling of underground objects or culling volumes. -
input.ads_sensitivityMouse sensitivity multiplier applied when aiming down sights (ADS); typically set lower than base sensitivity for precise aiming -
input.alwayssprintWhen enabled, the player always moves at sprint speed without needing to hold the sprint key -
input.autocrouchWhen enabled, the player automatically crouches when moving under low ceilings or through tight spaces -
input.bindbind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead -
input.bind_defaultbind_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 -
input.clearbindsResets all key bindings to their defaults, removing any custom bind configurations -
input.flipyWhen enabled, inverts the vertical mouse axis so moving the mouse forward looks down and pulling back looks up -
input.holdtimeSeconds a button must be held before it registers as a hold action rather than a tap; affects hold-to-place and hold-to-interact -
input.map_modeControls how the in-game map is opened; 0 = hold to view, 1 = toggle open/close -
input.printbindsPrints all current key bindings to the console, listing each action and the key or button assigned to it -
input.radial_menu_modeControls how the radial action menu is opened; 0 = hold, 1 = toggle; affects crafting and interaction quick menus -
input.sensitivityGlobal mouse sensitivity multiplier applied to all look input; higher values make the camera rotate faster -
input.toggleadsWhen enabled, pressing the aim button toggles ADS on/off rather than requiring the button to be held -
input.toggleduckWhen enabled, pressing crouch once toggles crouching on/off rather than requiring the key to be held down -
input.vehicle_flipyWhen enabled, inverts the vertical control axis for vehicles; moving the mouse forward pitches the vehicle nose down -
input.vehicle_sensitivityMouse sensitivity multiplier applied when operating vehicles such as helicopters and boats -
instruments.clearautoplayoverrideClears the overriden autoplay recording of the current instrument -
instruments.clearmidibindsClears any binds for the current instrument -
instruments.debugmidiPrints incoming midi notes to the console while using an instrument -
instruments.debugnotesPrints notes being played -
instruments.midiinfoPrints out all the notes that can accept midi inputs on the current instrument -
instruments.overrideautoplayOverride the autoplay recording of the current instrument -
instruments.playnotePlays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f# -
instruments.playrecordingPlays a saved Instrument recording. Arg0 is filename (no extension) -
instruments.printmidibindsPrints all current rebinds for the current instrument -
instruments.printrecordingPrints a debug readout of a recording -
instruments.printrecordingpathPrints the path of the autoplay recording for this instrument -
instruments.processsustainpedalEnables support for sustain pedals -
instruments.rebindmidiRebinds signal A into signal B. eg. rebindMidi 67 48 -
instruments.startrecordingStarts an instrument recording. Must supply a filename (no extension) -
instruments.stoprecordingStops the current instrument recording -
inventory.defsPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state -
inventory.disablewearablereplaceoverlayDisables the red overlay shown on the client when equipping a wearable that replaces another. -
inventory.drawsecondhotbarDraws a second hotbar above the main one, previewing the last row of the main inventory; only takes effect for admins (see inventory.swaphotbar) -
inventory.examineheldTriggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed -
inventory.listcraftcountsPrints 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 -
inventory.loadoutui_markdirty -
inventory.loadoutui_receiveloadoutlistReceives 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 -
inventory.pipetteSelects the item you're looking at, gives it to you if you don't have it in your inventory -
inventory.quickcraft_button_delayHow long since the last rebuild do we allow the button presses to be accepted. Prevents spamming buttons from registering if the menu just rebuilt. -
inventory.quickcraft_rebuild_delayHow 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. -
inventory.reloaddefsForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update -
inventory.resetcraftcountsResets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing -
inventory.selectitemSelects the item you're looking at, if in your inventory -
inventory.show_item_ownershipWhen enabled, shows which player owns each item in container UIs; disable to hide ownership information from the local client's view -
inventory.swaphotbarActs as a second hotbar by swapping the last row of your main inventory with your belt; requires inventory.drawsecondhotbar and admin -
inventory.toggleToggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active -
inventory.togglecraftingToggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active -
jellyfishswarm.framebudgetmsHow many milliseconds to budget for simulating jellyfish swarms per frame. Swarms that miss out still draw, they just catch up next time. -
keyboardmidi.midikeymapThe map file to use to convert keyboard keys to midi notes (located in StreamingAssets/keymidi) -
keyboardmidi.reloadreload the mappings, useful when editing in the background -
laserbeam.debugcollisions -
laserbeam.framebudgetms -
laserbeam.laserculldistance -
laserbeam.printqueue -
laserbeam.usejobs -
layer.cullingPrints the current camera culling mask as a list of all visible and hidden Unity layers -
layer.hideHides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index -
layer.showMakes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index -
layer.toggleToggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index -
legs.enablelegsIf true we'll draw the player's body in first person -
lerp.debugEnables verbose debug logging for the position lerp smoothing system, printing interpolation and extrapolation state each tick -
lerp.enabledEnables interpolation and extrapolation of network positions -
lerp.extrapolationHow many seconds ahead to lerp -
lerp.inertiaHow many seconds after starting to move the interpolation delay reaches it max -
lerp.interpolationHow many seconds behind to lerp -
lerp.smoothingHow many seconds to smoothen velocity -
lerp.timeoffsetintervalHow many ticks to calculate the client / server time offset over -
lod.grid_refresh_budgetMaximum time budget in milliseconds per frame allocated to refreshing the LOD grid; lower values reduce LOD pop-in cost but may delay transitions -
log.levelSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer -
lookattooltip.crosshairmodeChanges the interaction crosshair visuals (0 = default, 1 = no texts, 2 = no texts and no icon) -
manifest.download_server_list -
manifest.printmanifestPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details -
manifest.printmanifestrawPrints the raw contents of the Facepunch manifest file as an unformatted string -
maplayerrenderer.debuglabsWhen enabled, draws debug visualisations on the map for underwater lab entrance locations and floor boundaries; admin-only -
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 -
marchingcubesmanager.debuglog -
marchingcubesmanager.generatorpoolcount[1-16] - each generator has constant memory overhead, but will allow more to process at once -
megaphone.ignorepushtotalkWhen enabled, the megaphone broadcasts voice audio without requiring push-to-talk to be held; saved between sessions -
memsnap.fullTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/ -
memsnap.managedTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder -
memsnap.nativeTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder -
mesh.list_skinnedDumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly] -
mesh.qualityControls global mesh quality level (0-100); lower values switch meshes to lower-polygon LODs sooner, reducing GPU cost at the expense of visual fidelity -
mesh.reducebonecountonlowlodReduce rendering calculations on lower LOD clothing/skin -
meshpaintable3d.brushscaleScale multiplier for the mesh paint brush size when painting on a 3D paintable surface -
meshpaintable3d.uvbufferscaleScale multiplier for the UV buffer texture used when projecting paint onto a 3D surface; higher values improve paint resolution -
meta.execexec [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) -
meta.if_falseif_false <command> <condition> - runs a command if the condition is false -
meta.if_trueif_true <command> <condition> - runs a command if the condition is true -
meta.reset_cyclereset_cycle <key> - resets a cycled bind to the beginning -
metaldetectorsource.draweditorgizmos -
midiconvar.bindkeyoffBinds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill -
midiconvar.bindkeyonBinds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill -
midiconvar.bindknobBinds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90 -
midiconvar.bindknobrelativeBinds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1 -
midiconvar.bufferprotectionOny allow a midi note to fire once per frame, may help some MIDI issues in W11 -
midiconvar.clearallbindingsClears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active -
midiconvar.debugmodePrints out all incoming midi codes -
midiconvar.enabledMust be enabled for midi convars to work -
midiconvar.printbindingsPrints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active -
midiconvar.reloadbindingsReloads midi bindings from disk -
missionshud.blockdisplayWhen enabled, suppresses all missions HUD display updates, preventing the missions overlay from showing or updating -
mortar.debugdistanceui -
music.enabledEnables the in-game dynamic music system; disabling stops all background music tracks from playing -
music.infoPrints the name of the currently playing music track and its playback position to the console -
music.songgapmaxMaximum seconds of silence between background music tracks; a random gap between songGapMin and songGapMax is chosen between songs -
music.songgapminMinimum seconds of silence between background music tracks; the game waits at least this long before starting the next song -
nametags.enabledWhen enabled, player name tags are shown above other players; disable to hide all name tags on the client; saved between sessions -
nametags.showindemosWhen enabled, name tags are also shown while watching a demo; demos hide name tags by default -
net.debugEnables verbose client-side network debug logging, printing all incoming and outgoing message types and their byte sizes -
netgraph.enabledShows the network graph overlay displaying real-time incoming/outgoing packet rates, queue sizes, and bandwidth usage -
netgraph.entityfilterFilters the network graph to only show packets related to the given entity short prefab name; leave empty to show all entities -
netgraph.typefilterFilters the network graph to only show packets matching the given message type name; leave empty to show all packet types -
netgraph.updatespeedHow many times per second the network graph display refreshes; higher values give more responsive readings but use slightly more CPU -
networkprofiler.profilenetworkprofiler.profile [time to profile(in seconds), min(0.1), max(1000), float] -
nexus.hidezonesHide individual nexus zones from the server list (only show the combined nexus) -
nexus.redirectDisconnect and connect to a new server. Can be run from the server. Usage: nexus.redirect <address> [port] [protocol] -
nexus.serverlistendpointNexus API endpoint to use for the server browser -
nexus.serverlistrealmRealm of servers to show on the server list (-1 for auto) -
nobuildzonematerialcontroller.setheight[0.0-10] -
nobuildzonematerialcontroller.setstrengthday[0.0-1.0] -
nobuildzonematerialcontroller.setstrengthnight[0.0-1.0] -
note.craft_addServer-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted -
note.craft_doneServer-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback -
note.craft_fasttrackedServer-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display -
note.craft_startServer-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display -
note.invServer-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements -
npcanimcontroller.lookinterpspeed -
npcanimcontroller.spineinterpspeed -
npcwalkanimation.framebudgetms -
paint.brushopacityGets or sets the brush opacity in the sign painter -
paint.brushsizeGets or sets the brush size in the sign painter -
paint.brushspacingGets or sets the brush spacing factor in the sign painter (0 to 1, default 0.25) -
paint.favcoloursFavourite Colours, in a CSV Hexadecimal format (#FFFFFF) -
paint.hidemousecursorHide the mouse pointer while the brush outline is projected onto the model being painted, so it doesn't cover the outline -
paint.leftsidedChange the paint UI to be on the left side of the screen -
paint.maxbrushsizeSets the maximum brush size in the painting menu, re-open the menu to apply changes. -
paint.neutrallightingLight the painting preview with a fixed neutral studio light instead of the surrounding scene lighting. Only works with rrp enabled. -
paint.outlineinvertColour the brush outline by inverting the artwork underneath it, instead of tinting it with the brush colour -
paint.selectedbrushGets or sets the current brush in the sign painter by index (0 is first, wraps around) -
paint.selectedtoolGets or sets the current tool in the sign painter by index (0 is first, wraps around) -
paint.showbrushoutlineProject an outline of the brush footprint onto the surface of the model being painted -
particle.ikEnables inverse kinematics solving on character rigs; disabling IK reduces CPU cost but removes foot planting and hand placement corrections -
particle.qualityControls global particle system quality (0-100); lower values reduce particle counts and disable expensive effects to improve performance -
particle.simulationspaceWhen enabled, particle systems simulate in world space rather than local space; affects how particles trail when the emitter moves -
party.connectpartyConnects the local player to the same server as the rest of their party if a party server is set -
party.createpartyCreates a new party for the local player, generating a unique party ID and making the player the party leader -
party.fakepartyinviteDebug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow -
party.invitepartySends a party invite to the named player or Steam ID, requesting they join the local player party -
party.joinpartyJoins an existing party using the given party ID or invite token -
party.kickpartyKicks the specified party member by name or Steam ID from the current party; party leader only -
party.leavepartyRemoves the local player from their current party, disbanding it if they are the last member -
party.party_invite_expiryTotal seconds after which a party invite is fully removed from the system even if shown in UI -
party.party_invite_timeoutSeconds a party invite remains active before automatically expiring if the recipient has not responded -
party.party_invites_enabledWhen enabled, players can send and receive party invites; disabling blocks all new party invite functionality -
party.printpartyPrints the current party state to the console, listing all members, their Steam IDs, and the party ID -
physics.autosynctransformsWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync -
physics.batchsynctransformsWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync -
physics.clientragdollmodeThe collision detection mode that client-side ragdolls should use -
ping.auto_refresh_regionWhen enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to date -
ping.ping_estimate_loggingWhen enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracy -
ping.ping_estimationWhen enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping traffic -
ping.ping_parallelWhen enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneously -
ping.ping_refresh_intervalInterval in minutes between automatic background ping estimation refreshes for server list region latency sorting -
ping.ping_samplesNumber of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to complete -
planner.floodfilldebugWhen enabled, draws debug visualisations for the building planner flood-fill guide system showing fill cells and connection points; admin-only -
player.cinematic_listPrints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics -
player.cinematic_play -
player.cinematic_stop -
player.cold_breathWhen 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 -
player.eye_blinkingWhen enabled, the player character model plays eye blinking animations; disable to freeze eyes open, useful for cinematic close-ups -
player.eye_movementWhen enabled, the player character model plays procedural eye movement animations, tracking nearby points of interest -
player.footikWhen enabled, uses inverse kinematics to plant the player's feet on uneven terrain, preventing feet from floating above steps and slopes -
player.footikdistanceMaximum distance in metres at which foot IK is evaluated for other players; reducing this improves performance on servers with many visible players -
player.footikrateThe rate at which the foot IK traces to the ground. Higher number is better performance, but less smooth. -
player.gestureSends 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 -
player.infiniteammoWhen enabled, the local player has unlimited ammo and never needs to reload; intended for testing and cinematic use only -
player.list_cinematic_gesturesPrints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture -
player.noclipspeedNormal noclip movement speed in metres per second; controls how fast the player flies when noclip is active without holding the sprint or slow modifier -
player.noclipspeedfastFast noclip movement speed in metres per second; active when holding the sprint key while noclipping -
player.noclipspeedslowSlow noclip movement speed in metres per second; active when holding the slow-move modifier key while noclipping -
player.petcmdIssues 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 -
player.recoilcompWhen enabled, applies client-side recoil compensation to smooth out the visual kick of weapons; disable for a more raw recoil feel -
player.triggerfixExperimental: when enabled, applies a positional correction fix for trigger colliders on the player to reduce false-positive overlap detections -
player.usecinematicavatarUse the cinematic avatar when playing cinematic animations -
playercull.debugEnables debug logging for the player culling system, which hides players beyond a certain distance to reduce network and rendering overhead -
playercull.enabledEnable/Disable player culling entirely (always render even when hidden) -
playercull.maxplayerdistMaximum distance to show any players in meters -
playercull.maxsleeperdistMaximum distance to show sleepers in meters -
playercull.minculldistPlayers of any kind will always be visible closer than this -
playercull.updaterateHow many times per second to check for visibility -
playercull.visqualityQuality of Vis : 0 = Chest check, 1 = Chest+Head, 2 = Chest+Head+Arms, 3 = Chest+Head+Arms+Feet -
playermodel.debugheadbugAdmin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs -
playermodel.turncascadeAllows feet to lag behind the torso -
playermodel.turndeadzoneHow far we can you turn your head before the body follows through, if you tweak this, change step angle too -
playermodel.turnflickratehighMax degrees per second before flick speed kicks in -
playermodel.turnflickratelowMinimum degrees per second before flick speed kicks in -
playermodel.turnflickspeedIf the player flicks the mouse, multiplies all the anims by this. -
playermodel.turngizmosTurn in place debug gizmos -
playermodel.turninplaceToggle turn in place anims -
playermodel.turnmaxspeedAbsolute limit on turn max speed, if this goes too low the player might take forever to readjust -
playermodel.turnminstepangleSmallest turn animation we can play -
playermodel.turnmovespeedSpeed for sliding the player model around -
playermodel.turnsettleWait in idle pose while switching directions really fast -
playermodel.turnsettlerateMinimum cutoff in degrees per second to determine whether shaking stopped -
playermodel.turnsettletimeMax time to wait before going back to a turn anim -
playermodel.turnslideSlide feet while turning, helps with turns where the animation can't catch up -
playermodel.turnslideangleMinimum cut off angle for sliding -
playermodel.turnslidegainSpeeds up sliding over time -
playermodel.turnsliderateMax speed in degrees per second -
playermodel.turnspeedOverall speed modifier for all turning animations, default 1.1 makes things pretty snappy -
playermodel.turnspinidleUse the idle anim while spinning -
playermodel.turnspinlooptimeSpin time before we go into idle -
playermodel.turnstepangleLargest turn animation we can play -
playermodel.turntravelangleDegrees after which we consider a turn a spin and continue spinning until they halt -
playermodel.turntravelwindowSeconds of mouse movement counted as one spin -
pool.clear_assetsClears all cached entries from the asset pool matching the optional name filter -
pool.clear_memoryClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected -
pool.clear_prefabsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools -
pool.debugWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console -
pool.enabledWhen enabled, this system is globally active; disable to deactivate the system for the current session -
pool.export_prefabsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count -
pool.fill_prefabsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override -
pool.mode -
pool.prewarmWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter -
pool.print_arraypoolPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats -
pool.print_assetsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity -
pool.print_memoryPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json -
pool.print_prefabsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json -
pool.reset_max_pool_counterResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand -
pooltable.transform_update_rate -
profile.dump_profile_recorders -
profile.flush_analyticsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush -
profile.logentityspawntimeLog how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times -
profile.logentityspawntime_minMinimum spawn time before logging (in ms) -
profile.startStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag -
profile.stopStops the active Unity Profiler binary log recording and finalises the file -
projectile.preventcameraclipShould the projectile model attempt to prevent itself being clipped by the camera? -
projectile.preventcameraclipbuffersecondsBuffer seconds before turning back on the projectile model. -
projectile.serverprojectilecameraclipdistanceDistance before turning back on the server spawned projectiles model. -
projectile.usebatchedWhen enabled, projectile movement is updated in batched job-based passes using TransformAccessArray for better CPU parallelism -
recordertool.debugrecordingWhen enabled, logs additional debug info about cassette recording state and audio buffer operations; saved between sessions -
reflection.forceupdateWhen enabled, forces all reflection probes to recapture every frame regardless of updateinterval; very expensive, use only for debugging -
reflection.planarcountMaximum number of planar reflection probes that can render simultaneously; reducing this limits GPU overhead when many reflective surfaces are visible -
reflection.planarreflectionsEnables planar (mirror-like) reflections on water and reflective surfaces; more accurate than cubemap probes but significantly more GPU-intensive -
reflection.planarresolutionResolution of planar reflection renders; higher values produce sharper water and mirror reflections at a higher GPU memory and render cost -
reflection.resolutionResolution of the reflection probe cubemap captures; higher values produce sharper reflections at a significant GPU memory and render time cost -
reflection.timeslicingNumber 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 -
reflection.updateintervalMinimum seconds between reflection probe recaptures; lower values keep reflections more current but increase GPU overhead -
render.building_blocked_preview_distanceDistance from the border of building blocked to show the red preview -
render.computebuffer_setdata_immediateWhether to call ComputeBuffer.SetData immediately or at the end of the frame -
render.expand_instancingForces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting -
render.instanced_rendering0 = off, 1 = on (must restart client for changes to take effect) -
render.instanced_toggle_allDeveloper command to toggle instanced rendering at runtime to measure performance impact -
render.instanced_toggle_buildingsToggle rendering of buildings on / off -
render.instanced_toggle_cliffsToggle rendering of cliffs on / off -
render.instanced_toggle_otherToggle rendering of uncategorized meshes on / off -
render.instancing_render_distanceMax distance for instanced rendering, can be higher than normal render distance -
render.max_renderersSet the amount of instanced renderers to show for debugging -
render.multidrawAllow unity to batch together multiple draw calls -
render.print_global_entitiesPrint off count of global building entities on the client -
render.print_instanced_cellPrint number of meshes inside a single grid -
render.print_instanced_debugPrint off array size and memory usage to ensure no memory leaks & debug rendering system -
render.print_instanced_renderersPrint off number of each mesh inside instanced rendering system (including outside of render range) -
render.print_tree_countsPrint off count of trees to ensure server sent them all -
render.render_shadowsEnables or disables shadow rendering globally on the client; disabling shadows significantly improves GPU performance -
render.show_building_blockedShows a coloured overlay on building-blocked areas client-side, visualising where construction is prevented -
render.test_instancing_cullingSpawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation -
render.upload_multidraw_meshes_mode0 = CPU, 1 = GPU -
reports.exceptionreportmaxlengthMaximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters -
rgbeffects.brightnessBrightness of colors, from 0 to 1 (note: may affect color accuracy) -
rgbeffects.colorcorrection_razerControls how RGB values are mapped to LED lights on Razer devices -
rgbeffects.colorcorrection_steelseriesControls how RGB values are mapped to LED lights on SteelSeries devices -
rgbeffects.enabledEnables RGB lighting effects (supports SteelSeries and Razer) -
rgbeffects.pulsePulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation -
rgbeffects.staticSets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance -
rottingflies.hideDisables the corpse flies -
rrp.enabledToggles the Rust Render Pipeline -
rustnav.drawoffsety -
safemode.applysafemodeconfigApplies a known set of safe settings to ensure the game boots -
satellite.map_lerp_timeSeconds for the on-map targeting marker to ease to its new position after a thruster fires -
satellite.show_thruster_effectsEditor only: reveal each thruster's effect on the control buttons for testing -
screenshot.hiresscreenshotcustomwidthSet a custom width for takehiresscreenshot and takehirestransparentscreenshot. Set to 0 to use default size. -
screenshot.takehiresscreenshotTakes a high-resolution screenshot using the configured custom width or the default upscale factor -
screenshot.takehirestransparentscreenshotTakes a high-resolution screenshot with a transparent background for use in promotional material -
screenshot.takescreenshotTakes a standard resolution screenshot and saves it to the screenshots folder -
screenshot.taketransparentscreenshotTakes a screenshot with a transparent background by disabling skybox and terrain rendering -
searchlight.debugvolumetrics -
shadowcaching.enabled -
shadowcaching.enabledistancebasedframerates -
shadowcaching.enableframeratelimiting -
shadowcaching.maxframeratedistance -
shadowcaching.minframeratedistance -
shadowcaching.updatemaxframerate -
shadowcaching.updateminframerate -
shoutcaststreamer.allowinternetstreamsWhen enabled, internet radio streaming via boomboxes and other audio entities is permitted; saved between sessions -
shoutcaststreamer.debugstreamsWhen enabled, logs debug information about active Shoutcast stream connections and audio buffer state; admin-only -
shoutcaststreamer.maxaudiostreamsMaximum number of simultaneous Shoutcast/internet audio streams that can be active at once; default 3; saved between sessions -
shoutcaststreamer.streaminganalyticsWhen enabled, telemetry events are sent for audio stream interactions such as play, stop, and error events -
signage.texturerequestdistanceMaximum distance in metres at which signs request their texture from the server; signs beyond this range defer texture loading -
skinviewer2.printsupporteditems -
socket_free_snappable.debugsnappingWhen enabled, draws debug visualisations for deployable snapping calculations showing candidate snap points and distances -
socket_free_snappable.snappingmodeThe current snapping mode for deployables. -
spawn.shielddummyRaycasts 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 -
spraycan.debugmeshsnapping -
spraycan.useaccuratemeshsnapping -
sss.enabledEnables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting -
sss.halfresRenders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading -
sss.qualitySub-surface scattering quality level; deprecated and no longer used in current builds -
sss.scaleControls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light -
steam.achievementsPrints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers -
steam.refresh_nickname_cacheForces an immediate refresh of the cached Steam display names for all players currently on the server -
steam.resetstatsResets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing -
steam.use_steam_nicknamesWhen enabled, displays other players Steam display names in chat and UI; disabling falls back to their in-game names -
store.addtocartAdds the specified item by store listing ID to the current shopping cart for purchase testing -
store.clearcartClears all items from the current shopping cart without completing a purchase -
store.httpimageconcurrentloadinglimitLower number helps prevent stuttering when navigating store -
store.httpimagesLoads store tiles and pages from their web URLs. Disable to fall back to the images bundled with the game -
store.overridecurrencyOverrides the currency code used in the item store for testing price display in different regional currencies -
store.preloadweeklyskinsWhen enabled, weekly item store skins are preloaded in the background on connect to avoid pop-in when opening the store -
store.printgeneralstorePrints a list of all items in the general (non-weekly) section of the item store -
store.printweeklyitemsPrints a list of all items currently tagged as weekly featured skins in the item store -
store.refreshForces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend -
store.unloadassetsUnloads assets when store is hidden to save on VRAM. Might cause lag spikes when opening store. Requires restart to re-enable -
stringlights.refreshlines -
strobelight.forceoff -
system.auto_cpu_affinityAutomatically set CPU affinity to recommended cores (eg. 3D V-cache cores) -
system.cpu_affinitySets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) -
system.cpu_prioritySets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX -
terrain.alwaysdepthprepassProfiling 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. -
terrain.cullingTerrain cell shadow aware camera culling -
terrain.debugShows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values -
terrain.geometryclipmapsUse geometry clipmaps terrain renderer -
terrain.qualityControls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps -
territory.previewPreview every territory grid tile on the map, owned or not. Requires the grid to exist on the server -
texture.add_all_cameras(Debug) QualitySettings.streamingMipmapsAddAllCameras -
texture.discard_unused_mips(Debug) Texture.streamingTextureDiscardUnusedMips -
texture.force_load_all(Debug) Texture.streamingTextureForceLoadAll -
texture.max_file_io_requests(Debug) QualitySettings.streamingMipmapsMaxFileIORequests -
texture.max_level_reduction(Debug) QualitySettings.streamingMipmapsMaxLevelReduction -
texture.memory_budget(Debug) QualitySettings.streamingMipmapsMemoryBudget -
texture.memory_vram_factorWhat 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 -
texture.renderers_per_frame(Debug) QualitySettings.streamingMipmapsRenderersPerFrame -
texture.statsGet statistics about texture memory and the texture streaming system. -
texture.streaming_active(Debug) QualitySettings.streamingMipmapsActive -
texture.use_dynamic_memory_budget_adjustments(Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes! -
tincanalarm.wiredistancecullingEnable/disable the wire distance culling -
toolgun.classiceffects -
translate.overrideculture -
translate.printcultureinfo -
tree.meshesMaximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible -
tree.qualityControls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible -
triggerbase.useexcludelayersWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers -
ui.autoswitchchannelWhen enabled, automatically switches the active chat channel to match the context (global/team/local) of the last received message -
ui.inventoryplayerqualityResolution quality of the inventory player preview, 0 = low, 1 = med, 2 = high -
ui.loadsignAdmin only: Loads an image from disk into the currently editing sign -
ui.printcanvasesPrints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging -
ui.printmaskupdategroupsPrints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching -
ui.printshadowupdategroupsPrints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system -
ui.printtextsReports all the TMP texts set as non-static, being updated by TMP_UpdateManager -
ui.savesignSaves the sign image you are currently editing to disk with the given filename -
ui.scrollsensitivityMultiplier applied to mouse wheel scroll speed in UI panels such as inventory, crafting list, and chat history -
ui.showbeltbarbindsWhen enabled, shows the key bind labels on each slot in the belt bar hotbar, helping players learn their action key assignments -
ui.showinventoryplayerWhen enabled, shows the local player character preview panel on the left side of the inventory screen -
ui.showusebindWhen enabled, shows the Use action key hint label above interactable objects in the world -
ui.worldnotifications0 = use sounds when available, fallback to use UI toast messages. 1 = use sounds + UI toast messages. 2 = use UI toast messages only. -
ui_dropscontroller.show_placeholder_drop_dataWhen enabled, shows placeholder/test drop data in the drops controller UI instead of live manifest data; saved between sessions -
ui_dropscontroller.testdropcrashDeliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering -
ui_interactiontoast.testerrormodalOpens a test disconnection error modal with a sample exception message; used for testing the error toast UI -
ui_interactiontoast.testmodalOpens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks -
ui_mainmenumanager.ignoreeditorescapekeyWhen enabled, the escape key is ignored by the main menu manager in the editor, preventing accidental menu navigation during testing -
ui_mainmenumanager.navigateNavigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system -
ui_menubackgroundvideo.emulateerrorTriggers the video error handler on the main menu background video component, simulating a video load failure for UI testing -
ui_menubackgroundvideo.forcenextvideoForces all active main menu background video players to advance to the next video in their playlist immediately -
ui_menubackgroundvideo.restrictmp4When enabled, MP4 video files are not used for the main menu background, falling back to WebM; use to work around MP4 codec issues -
ui_steaminventorycrafting.resetwarningResets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt -
uicontacts.togglecontactsToggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active -
uiescapecapture.debugWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only -
unsafe.debugmtlockmaxframesHow many frames of a stack to emit -
unsafe.enabledebugmtlockControls DebugMTLock checks, which help track down thread races. Has minor perf impact, so prefer to keep disabled -
unsafe.usemultithreadedscriptingControls multithreading access to scripting API - can be fast, but unsafe. Disabling can help with instability -
vine.draw_debug -
vine.prevent_vine_draw -
vis.attack -
vis.lerp -
vis.protection -
voice.loopbackWhen 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 -
water.qualityControls the draw distance and density quality of decorative foliage and props; lower values improve performance by reducing the amount of decoration rendered -
water.reflectionsControls the quality of water surface reflections (0=off, 1=simple probe, 2=full planar reflections); higher values are significantly more GPU-intensive -
water.scaled_timeWhen enabled, water simulation advances in scaled (game) time rather than real time; useful for testing water behaviour during time-scale debugging -
weaponrack.showuiWhen enabled, shows the weapon rack interaction UI when the player is looking at a weapon rack; disable to suppress the UI -
weather.debug_cloud_positionPrints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map -
weather.list_cloud_configsLists all available volumetric cloud configuration asset names registered in the Climate instance -
weather.loadLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients -
weather.load_cloud_configLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients -
weather.reportPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only -
weather.resetResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients -
weather.reset_cloud_configClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients -
weather.savetofileSaves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec -
workbench.workbench_upgrade_iconsWhen enabled, shows installed workbench upgrade icons in the vitals UI and expands the workbench vital panel to fit them -
workshop.print_loaded_skinsPrints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID -
world.cacheWhen enabled, caches world data for faster loading; disabled by default in editor server builds to ensure fresh data during development -
world.monumentsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only -
world.printrailsPrint list of all railroad meshes -
world.streamingWhen enabled, world assets are streamed in and out based on proximity; disable to force all world data to stay loaded at once
Nothing matches. Loosen a filter or clear the search.
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.