Commands
2,423 on public2,423 commands
Command
Default Value
physics.allowhorsetempragdoll
(Generated) When enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisionsphysics.allowplayertempragdoll
(Generated) When enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standingphysics.autosynctransforms
(Generated) When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms syncphysics.batchsynctransforms
(Generated) When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object syncphysics.bouncethreshold
(Generated) Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impactsphysics.droppedmode
The collision detection mode that dropped items and corpses should usephysics.getbounds
(Generated) Prints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents Action
physics.gravity
Gravity multiplierphysics.groundwatchdebug
(Generated) When enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the worldphysics.groundwatchdelay
(Generated) Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overheadphysics.groundwatchfails
(Generated) Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometryphysics.print_colliders_per_cell
(Generated) Prints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns Action
physics.print_colliders_per_prefab
(Generated) Prints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation Action
physics.sendeffects
Send effects to clients when physics objects collidephysics.serverragdollmode
The collision detection mode that server-side ragdolls should usephysics.serversideragdolls
Do ragdoll physics calculations on the server, or use the old client-side systemphysics.setbounds
(center vec3) (extents vec3) Action
physics.sleepthreshold
(Generated) Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usagephysics.solveriterationcount
The default solver iteration count permitted for any rigid bodies (default 7). Must be positivephysics.towingmaxlinearaccelfromjoint
(Generated) Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towingphysics.treecollision
Do players and vehicles collide with trees?physicstumblingentity.angular_drag_override
Override for rigidbody angular drag. Set to -1 to disable.physicstumblingentity.drag_override
Override for rigidbody drag. Set to -1 to disable.physicstumblingentity.max_tumbling_force
Maximum force applied on collision to cause tumblingphysicstumblingentity.min_tumbling_force
Minimum force applied on collision to cause tumblingphysicstumblingentity.player_impulse_multiplier
Multiplier for impulse applied to players when ragdolled by this entityphysicstumblingentity.tumbling_force_cone_angle
Cone angle in degrees for randomizing tumbling force directionphysicstumblingentity.velocity_threshold_for_tumbling_force
Minimum velocity required for an object to get tumbling force applied on collisionping.auto_refresh_region
(Generated) When enabled, region ping estimates are automatically refreshed in the background to keep server list latency data up to dateping.ping_estimate_logging
(Generated) When enabled, logs ping estimation results to the console; useful for debugging regional latency measurement accuracyping.ping_estimation
(Generated) When enabled, the ping estimator collects latency samples to regional servers; disable to suppress background ping trafficping.ping_parallel
(Generated) When enabled, ping estimation sends samples to all servers in parallel for faster results; uses more bandwidth simultaneouslyping.ping_refresh_interval
(Generated) Interval in minutes between automatic background ping estimation refreshes for server list region latency sortingping.ping_samples
(Generated) Number of ping samples collected per estimation cycle; more samples give a more accurate average latency but take longer to completeplanterbox.outsidetestdistance
(Generated) Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlightplanterboxstatic.deepsearespawnchecktimer
(Generated) Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600splanterboxstatic.favourablegenechance
Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances.player.abandonmission
Action
player.adminsafezonelooting
Should admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones?playerboat.aboardplayercheckinterval
(Generated) Interval in seconds between checks to determine whether any players are still aboard the boatplayerboat.anchoreddriftdelayseconds
(Generated) Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours)playerboat.corpseseconds
playerboat.debugvis
(Generated) When enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zonesplayerboat.decayminutes
How long before a boat loses all its health while outsideplayerboat.decaystartdelayminutes
How long until decay begins after the boat was last usedplayerboat.deepseatransitionpowerdowngraceduration
(Generated) Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered downplayerboat.destructiblewrecksenabled
playerboat.dragbyangle_exponent
playerboat.dragbyangle_maxcontrib
playerboat.dragbyangle_maxdrag
playerboat.dragbyangle_mincontrib
playerboat.dragbyangle_mindrag
playerboat.editenabled
playerboat.enginepositioninfluences
0 - 1playerboat.finisheditingenabled
playerboat.hammerrepairenabled
playerboat.kill_all_above_block_count
(Generated) Kills all player boats that have more building blocks than the given threshold; used for server cleanup Action
playerboat.kill_all_above_deployable_count
(Generated) Kills all player boats that have more deployed entities than the given threshold; used for server cleanup Action
playerboat.kill_io_deployables
Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed. Action
playerboat.kill_nonconvex_deployables
Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed. Action