Debug Commands
List of all console commands available in Flax Engine.
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| Command | Description |
|---|---|
Audio.ActiveDevice |
Gets the active device. |
Audio.ActiveDeviceIndex |
The index of the active device. |
Audio.Devices |
The all audio devices. |
Audio.DopplerFactor |
Sets the doppler effect factor. Scale for source and listener velocities. Default is 1. |
Audio.EnableHRTF |
The preference to use HRTF audio (when available on platform). Default is true. |
Audio.MasterVolume |
The master volume applied to all the audio sources (normalized to range 0-1). |
Audio.Volume |
Gets the actual master volume (including all side effects and mute effectors). |
Engine.Crash |
Crashes the engine. Utility used to test crash reporting or game stability monitoring systems. |
Engine.Exit |
Exits the engine. |
Globals.BinariesFolder |
The game executable files location. |
Globals.CompanyName |
The company name (short name used for app data directory). |
Globals.EngineBuildNumber |
The engine build version. |
Globals.EngineContentFolder |
Engine content directory path (editor-only). |
Globals.EngineVersion |
The full engine version. |
Globals.MainThreadID |
Main Engine thread id. |
Globals.ProductLocalFolder |
The product local data directory. |
Globals.ProductName |
The short name of the product (can be Flax Editor or name of the game e.g. My Space Shooter). |
Globals.ProjectCacheFolder |
Project specific cache folder path (editor-only). |
Globals.ProjectContentFolder |
Project content directory path. |
Globals.ProjectFolder |
Directory that contains project |
Globals.ProjectSourceFolder |
Game source code directory path (editor-only). |
Globals.StartupFolder |
Main engine directory path. |
Globals.TemporaryFolder |
Temporary folder path. |
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). |
Graphics.AllowCSMBlending |
Enables cascades splits blending for directional light shadows. |
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. |
Graphics.GICascadesBlending |
Enables cascades splits blending for Global Illumination. |
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). |
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). |
Graphics.PostProcessing.ColorGradingVolumeLUT |
Toggles between 2D and 3D LUT texture for Color Grading. |
Graphics.PostProcessSettings |
The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map. |
Graphics.ShadowMapsQuality |
The shadow maps quality (textures resolution). Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). |
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. |
Graphics.ShadowsQuality |
The shadows quality. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). |
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. |
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). |
Graphics.SSAOQuality |
Screen Space Ambient Occlusion quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). |
Graphics.SSRQuality |
Screen Space Reflections quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). |
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). |
Graphics.UseVSync |
Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts. |
Graphics.VolumetricFogQuality |
Volumetric Fog quality setting. Available values are: Low, Medium, High, Ultra (or 0, 1, 2, 3). |
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). |
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. |
NetworkManager.Clients |
List of all clients: connecting, connected and disconnected. Empty on clients. |
NetworkManager.Frame |
Current network system frame number (incremented every tick). Can be used for frames counting in networking and replication. |
NetworkManager.GetClient |
Gets the network client for a given connection. Returns null if failed to find it. |
NetworkManager.GetClient |
Gets the network client for a given connection. Returns null if failed to find it. |
NetworkManager.IsClient |
Returns true if network is a client. |
NetworkManager.IsConnected |
Returns true if network is connected and online. |
NetworkManager.IsHost |
Returns true if network is a host (both client and server). |
NetworkManager.IsOffline |
Returns true if network is online or disconnected. |
NetworkManager.IsServer |
Returns true if network is a server. |
NetworkManager.LocalClient |
Local client, valid only when Network Manager is running in client or host mode (server doesn't have a client). |
NetworkManager.LocalClientId |
Local client identifier. Valid even on server that doesn't have LocalClient. |
NetworkManager.Mode |
Current manager mode. |
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. |
NetworkManager.Peer |
Current network peer (low-level). |
NetworkManager.ServerClientId |
Server client identifier. Constant value of 0. |
NetworkManager.StartClient |
Starts the network in client mode. Returns true if failed (eg. invalid config). |
NetworkManager.StartHost |
Starts the network in host mode. Returns true if failed (eg. invalid config). |
NetworkManager.StartServer |
Starts the network in server mode. Returns true if failed (eg. invalid config). |
NetworkManager.State |
Current network connection state. |
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. |
Physics.Gravity |
The current gravity force. |
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). |
ProfilerGPU.Enabled |
True if GPU profiling is enabled, otherwise false to disable events collecting and GPU timer queries usage. Can be changed during rendering. |
ProfilerGPU.EventsEnabled |
True if GPU events are enabled (see GPUContext.EventBegin), otherwise false. Cannot be changed during rendering. |
ProfilerMemory.Dump |
Dumps the memory allocations stats (grouped). |
ProfilingTools.Enabled |
Controls the engine profiler (CPU, GPU, etc.) usage. |
Screen.CursorLock |
The cursor lock mode. |
Screen.CursorVisible |
The cursor visible flag. |
Screen.GameViewportToScreen |
Converts the game viewport position to the screen-space position. |
Screen.GameWindowMode |
The game window mode. |
Screen.IsFullscreen |
The fullscreen mode. |
Screen.MainWindow |
Gets the main window. |
Screen.ScreenToGameViewport |
Converts the screen-space position to the game viewport position. |
Screen.Size |
The window size (in screen-space, includes DPI scale). |
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. |
Streaming.Stats |
Gets streaming statistics. |
Time.DeltaTime |
Gets time in seconds it took to complete the last frame, Time.TimeScale dependent. |
Time.DrawFPS |
The target amount of the frames rendered per second (target game FPS). |
Time.GamePaused |
The value indicating whenever game logic is paused (physics, script updates, etc.). |
Time.GameTime |
Gets time at the beginning of this frame. This is the time in seconds since the start of the game. |
Time.PhysicsFPS |
The target amount of the physics simulation updates per second (also fixed updates frequency). |
Time.SetFixedDeltaTime |
Sets the fixed FPS for game logic updates (draw and update). |
Time.StartupTime |
The time at which the game started (UTC local). |
Time.Synchronize |
Synchronizes update, fixed update and draw. Resets any pending deltas for fresh ticking in sync. |
Time.TimeScale |
The game time scale factor. Default is 1. |
Time.TimeSinceStartup |
Gets the time since startup in seconds (unscaled). |
Time.UnscaledDeltaTime |
Gets timeScale-independent time in seconds it took to complete the last frame. |
Time.UnscaledGameTime |
Gets timeScale-independent time at the beginning of this frame. This is the time in seconds since the start of the game. |
Time.UpdateFPS |
The target amount of the game logic updates per second (script updates frequency). |