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    Debug Commands

    List of all console commands available in Flax Engine.

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    Command Description
    Audio.ActiveDevice Gets the active device. Value type: AudioDevice
    Audio.ActiveDeviceIndex The index of the active device. Returns -1 if set to system default mode. Value type: Int32
    Audio.ActiveDeviceResolvedIndex Gets the resolved index in Devices array of the device currently playing (resolves system default mode to the actual device index). Value type: Int32
    Audio.Devices The all audio devices. Value type: AudioDevice[]
    Audio.DopplerFactor Sets the doppler effect factor. Scale for source and listener velocities. Default is 1. Value type: Float
    Audio.EnableHRTF The preference to use HRTF audio (when available on platform). Default is true. Value type: Boolean
    Audio.MasterVolume The master volume applied to all the audio sources (normalized to range 0-1). Value type: Float
    Audio.Volume Gets the actual master volume (including all side effects and mute effectors). Value type: Float
    Engine.Crash Crashes the engine. Utility used to test crash reporting or game stability monitoring systems. Parameters: error: enum FatalErrorType (None, Unknown, Exception, Assertion, OutOfMemory, GPUCrash, GPUHang, GPUOutOfMemory)
    Engine.Exit Exits the engine. Parameters: exitCode: Int32 error: enum FatalErrorType (None, Unknown, Exception, Assertion, OutOfMemory, GPUCrash, GPUHang, GPUOutOfMemory)
    Globals.BinariesFolder The game executable files location. Value type: String
    Globals.CompanyName The company name (short name used for app data directory). Value type: String
    Globals.EngineBuildNumber The engine build version. Value type: Int32
    Globals.EngineContentFolder Engine content directory path (editor-only). Value type: String
    Globals.EngineVersion The full engine version. Value type: String
    Globals.MainThreadID Main Engine thread id. Value type: UInt64
    Globals.ProductLocalFolder The product local data directory. Value type: String
    Globals.ProductName The short name of the product (can be Flax Editor or name of the game e.g. My Space Shooter). Value type: String
    Globals.ProjectCacheFolder Project specific cache folder path (editor-only). Value type: String
    Globals.ProjectContentFolder Project content directory path. Value type: String
    Globals.ProjectFolder Directory that contains project Value type: String
    Globals.ProjectSourceFolder Game source code directory path (editor-only). Value type: String
    Globals.StartupFolder Main engine directory path. Value type: String
    Globals.TemporaryFolder Temporary folder path. Value type: String
    GPUDevice.DumpResources Dumps all GPU resources information to the log.
    Graphics.AAQuality Anti Aliasing quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.AllowCSMBlending Enables cascades splits blending for directional light shadows. Value type: Boolean
    Graphics.GammaColorSpace Enables Gamma color space workflow (instead of Linear). Gamma color space defines colors with an applied a gamma curve (sRGB) so they are perceptually linear. This makes sense when the output of the rendering represent final color values that will be presented to a non-HDR screen. Value type: Boolean
    Graphics.GI.Dump Dumps Global Illumination rendering info to the log (the next frame). Can be used to inspect DDGI, Global Surface Atlas and Global SDF memory and usage (for optimization). Prints info about the number of probes, cascades and draw state.
    Graphics.GICascadesBlending Enables cascades splits blending for Global Illumination. Value type: Boolean
    Graphics.GIProbesSpacing The Global Illumination probes spacing distance (in world units). Defines the quality of the GI resolution. Adjust to 200-500 to improve performance and lower frequency GI data. Value type: Float
    Graphics.GIQuality The Global Illumination quality. Controls the quality of the GI effect. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.GlobalSDFQuality The Global SDF quality. Controls the volume texture resolution and amount of cascades to use. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.GlobalSurfaceAtlasResolution The Global Surface Atlas resolution. Adjust it if atlas flickers due to overflow (eg. to 4096). Value type: Int32
    Graphics.MotionVectors.MinObjectScreenSize The minimum screen size of objects to draw motion vectors. Improves performance by skipping too small objects (eg. sub-pixel) from rendering motion vectors. Value type: Float
    Graphics.PostProcessing.ColorGradingVolumeLUT Toggles between 2D and 3D LUT texture for Color Grading. Value type: Boolean
    Graphics.PostProcessSettings The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map. Value type: PostProcessSettings
    Graphics.ShadowMapsQuality The shadow maps quality (textures resolution). Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.Shadows.Dump Dumps active shadow projections info to the log (the next frame). Can be used to inspect what lights are casting shadows (for optimization).
    Graphics.Shadows.MinObjectPixelSize The minimum size in pixels of objects to cast shadows. Improves performance by skipping too small objects (eg. sub-pixel) from rendering into shadow maps. Value type: Float
    Graphics.ShadowsQuality The shadows filtering quality (sampling). Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.ShadowUpdateRate The global scale for all shadow maps update rate. Can be used to slow down shadows rendering frequency on lower quality settings or low-end platforms. Default 1. Value type: Float
    Graphics.SpreadWorkload Debug utility to toggle graphics workloads amortization over several frames by systems such as shadows mapping, global illumination or surface atlas. Can be used to test performance in the worst-case scenario (eg. camera-cut). Value type: Boolean
    Graphics.SSAOQuality Screen Space Ambient Occlusion quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.SSRQuality Screen Space Reflections quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Graphics.TestValue Debug utility to control visual or rendering features during development. For example, can be used to branch different code paths in shaders for A/B testing (perf or quality). Value type: Float
    Graphics.UseVSync Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts. Value type: Boolean
    Graphics.VolumetricFogQuality Volumetric Fog quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). Value type: enum Quality (Low, Medium, High, Ultra, MAX)
    Level.StreamingFrameBudget Fraction of the frame budget to limit time spent on levels streaming. For example, value of 0.3 means that 30% of frame time can be spent on levels loading within a single frame (eg. 0.3 at 60fps is 4.8ms budget). Value type: Float
    Level.TickEnabled True if game objects (actors and scripts) can receive a tick during engine Update/LateUpdate/FixedUpdate events. Can be used to temporarily disable gameplay logic updating. Value type: Boolean
    NetworkManager.Clients List of all clients: connecting, connected and disconnected. Empty on clients. Value type: NetworkClient[]
    NetworkManager.Frame Current network system frame number (incremented every tick). Can be used for frames counting in networking and replication. Value type: UInt32
    NetworkManager.IsClient Returns true if network is a client. Value type: Boolean
    NetworkManager.IsConnected Returns true if network is connected and online. Value type: Boolean
    NetworkManager.IsHost Returns true if network is a host (both client and server). Value type: Boolean
    NetworkManager.IsOffline Returns true if network is online or disconnected. Value type: Boolean
    NetworkManager.IsServer Returns true if network is a server. Value type: Boolean
    NetworkManager.LocalClient Local client, valid only when Network Manager is running in client or host mode (server doesn't have a client). Value type: NetworkClient
    NetworkManager.LocalClientId Local client identifier. Valid even on server that doesn't have LocalClient. Value type: UInt32
    NetworkManager.Mode Current manager mode. Value type: enum NetworkManagerMode (Offline, Server, Client, Host)
    NetworkManager.NetworkFPS The target amount of the network logic updates per second (frequency of replication, events sending and network ticking). Use 0 to run every game update. Value type: Float
    NetworkManager.Peer Current network peer (low-level). Value type: NetworkPeer
    NetworkManager.ServerClientId Server client identifier. Constant value of 0. Value type: UInt32
    NetworkManager.StartClient Starts the network in client mode. Returns true if failed (eg. invalid config). Value type: Boolean
    NetworkManager.StartHost Starts the network in host mode. Returns true if failed (eg. invalid config). Value type: Boolean
    NetworkManager.StartServer Starts the network in server mode. Returns true if failed (eg. invalid config). Value type: Boolean
    NetworkManager.State Current network connection state. Value type: enum NetworkConnectionState (Offline, Connecting, Connected, Disconnecting, Disconnected)
    NetworkManager.Stop Stops the network.
    NetworkReplicator.EnableLog Enables verbose logging of the networking runtime. Can be used to debug problems of missing RPC invoke or object replication issues. Value type: Boolean
    Physics.Gravity The current gravity force. Value type: Vector3
    ProfilerGPU.Dump Profiles next frame(s) rendering performance and dumps the results to the log (as a hierarchy structure). When using more than 1 frame, the results are averaged for more accurate profiling (especially for A/B testing). Parameters: frames: Int32
    ProfilerGPU.Enabled True if GPU profiling is enabled, otherwise false to disable events collecting and GPU timer queries usage. Can be changed during rendering. Value type: Boolean
    ProfilerGPU.EventsEnabled True if GPU events are enabled (see GPUContext.EventBegin), otherwise false. Cannot be changed during rendering. Value type: Boolean
    ProfilerMemory.Dump Dumps the memory allocations stats (grouped). Parameters: options: String
    ProfilingTools.Enabled Controls the engine profiler (CPU, GPU, etc.) usage. Value type: Boolean
    Screen.CursorLock The cursor lock mode. Value type: enum CursorLockMode (None, Locked, Clipped)
    Screen.CursorVisible The cursor visible flag. Value type: Boolean
    Screen.GameWindowMode The game window mode. Value type: enum GameWindowMode (Windowed, Fullscreen, Borderless, FullscreenBorderless)
    Screen.IsFullscreen The fullscreen mode. Value type: Boolean
    Screen.MainWindow Gets the main window. Value type: Window
    Screen.Size The window size (in screen-space, includes DPI scale). Value type: Float2
    Screenshot.Capture Captures the specified render target contents and saves it to the file. Remember that downloading data from the GPU may take a while so screenshot may be taken one or more frames later due to latency. Staging textures are saved immediately. Parameters: target: GPUTexture path: String
    Streaming.Stats Gets streaming statistics. Value type: StreamingStats
    Time.DeltaTime Gets time in seconds it took to complete the last frame, Time.TimeScale dependent. Value type: Float
    Time.DrawFPS The target amount of the frames rendered per second (target game FPS). Value type: Float
    Time.GamePaused The value indicating whenever game logic is paused (physics, script updates, etc.). Value type: Boolean
    Time.GameTime Gets time at the beginning of this frame. This is the time in seconds since the start of the game. Value type: Float
    Time.PhysicsFPS The target amount of the physics simulation updates per second (also fixed updates frequency). Value type: Float
    Time.SetFixedDeltaTime Sets the fixed FPS for game logic updates (draw and update). Parameters: enable: Boolean value: Float
    Time.StartupTime The time at which the game started (UTC local). Value type: DateTime
    Time.Synchronize Synchronizes update, fixed update and draw. Resets any pending deltas for fresh ticking in sync. Parameters: resetTotalTime: Boolean
    Time.TimeScale The game time scale factor. Default is 1. Value type: Float
    Time.TimeSinceStartup Gets the time since startup in seconds (unscaled). Value type: Float
    Time.UnscaledDeltaTime Gets timeScale-independent time in seconds it took to complete the last frame. Value type: Float
    Time.UnscaledGameTime Gets timeScale-independent time at the beginning of this frame. This is the time in seconds since the start of the game. Value type: Float
    Time.UpdateFPS The target amount of the game logic updates per second (script updates frequency). Value type: Float
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