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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.
    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).
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