Commands

2,423 on public

2,423 commands

global.teleportpos
(Generated) Teleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments
Action
global.teleportsleepers2me
(Generated) Teleports all sleeping player entities to the calling admin current position
Action
global.teleporttargetteam2me
(Generated) Teleports all members of the named player team to the calling admin current position
Action
global.teleportteam2me
(Generated) Teleports all members of the calling player team to the calling admin current position
Action
global.textures
(Generated) Prints a list of all live Texture objects with their name and estimated runtime memory size
Action
global.togglespectateteaminfo
(Generated) Toggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode
Action
global.unban
(Generated) Removes the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect
Action
global.unmute
(Generated) Removes the chat mute from the specified connected player, allowing them to send messages again
Action
global.updatemanifest
Immediately update the manifest
Action
global.updatenetworkpositionwithdebugcamerawhilespectating
(Generated) When true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view
global.upgrade_looking
<grade>
Action
global.upgrade_radius
upgrade_radius 'grade' 'radius'
Action
global.users
Show user info for players on server.
Action
global.usersinrange
Show user info for players on server in range of the player.
Action
global.usersinrangeofplayer
Show user info for players on server in range of the supplied player (eg. Jim 50)
Action
global.version
(Generated) Prints the current game version string to the console, including build number and branch
Action
graphics.af
(Generated) Anisotropic filtering level 1-16; higher values improve texture sharpness at oblique angles at a minor GPU cost; 1 = disabled
graphics.branding
(Generated) When enabled, shows the Facepunch/Rust branding watermark on screen
graphics.chat
(Generated) When enabled, the chat window is displayed; also gated by global.canChat
graphics.compass
Compass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled
graphics.contactshadows
(Generated) When enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps
graphics.detailed_postprocessing_profiling
(Generated) When enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes
graphics.dof
(Generated) When enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance
graphics.dof_aper
(Generated) Depth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur
graphics.dof_barrel
(Generated) Admin/cinematic: barrel distortion amount applied to the depth-of-field effect
graphics.dof_blur
(Generated) Depth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas
graphics.dof_debug
(Generated) Admin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning
graphics.dof_focus_dist
distance from camera to focus on
graphics.dof_focus_target
(Generated) Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set
Action
graphics.dof_focus_time
(Generated) Time 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_count
Goes from 0 - 3, higher = more dof samples but slower perf
graphics.dof_mode
0 = auto 1 = manual 2 = dynamic based on target
graphics.dof_nudge
(Generated) Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer
Action
graphics.dof_squeeze
(Generated) Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic
graphics.drawdistance
(Generated) Maximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance
graphics.fov
(Generated) Camera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion
graphics.grassshadowsenabled
(Generated) Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering
graphics.hud
(Generated) When enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots
graphics.itemskins
(Generated) When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance
graphics.itemskintimeout
(Generated) Timeout in seconds before a workshop skin download is considered failed and abandoned
graphics.itemskinunload
(Generated) When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses
graphics.itemskinunloaddelay
The time in seconds before a unreferenced skin is unloaded.
graphics.lodbias
Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked.
graphics.parallax
(Generated) Terrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost
graphicssettings.anisotropicfiltering
Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures.
graphicssettings.billboardsfacecameraposition
If enabled, billboards will face towards camera position rather than camera orientation.
graphicssettings.enablelodcrossfade
Enables or disables LOD Cross Fade.
graphicssettings.globaltexturemipmaplimit
Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level.
graphicssettings.numshadowcascades
Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four
graphicssettings.particleraycastbudget
Budget for how many ray casts can be performed per frame for approximate collision testing.
graphicssettings.pixellightcount
The maximum number of pixel lights that should affect any object.
graphicssettings.shadowdistance
Shadow drawing distance
graphicssettings.shadowmapresolution
The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High
graphicssettings.shadowqualitypreset
The preset that determines all shadow settings. Low for performance, Max for the best visuals.
graphicssettings.softparticles
Should soft blending be used for particles?
graphics.shadowfilterquality
(Generated) Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords
graphics.shadowlights
(Generated) Maximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost
graphics.shadowmode
(Generated) Shadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive
graphics.uiscale
(Generated) UI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen
graphics.vm_fov_scale
Whether to scale vm models with fov