Commands

2,662 on staging

2,662 commands

polarbear.population
Population active on the server, per square km
pool.clear_assets
(Generated) Clears all cached entries from the asset pool matching the optional name filter
Action
pool.clear_memory
(Generated) Clears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
Action
pool.clear_prefabs
(Generated) Clears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
Action
pool.debug
(Generated) When enabled, logs additional diagnostic information about pool hits, misses, and spills to the console
pool.debug_mem_startNew
Start tracking objects from memory pool. Call _stop when done. Use * to explicitly request all types(super expensive!)
Action
pool.debug_mem_stopNew
Stop tracking objects from memory pool & log abnormalities. Accepts max number of logs
Action
pool.enabled
(Generated) When enabled, this system is globally active; disable to deactivate the system for the current session
pool.export_prefabs
(Generated) Exports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
Action
pool.fill_prefabs
(Generated) Pre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
Action
pool.mode
(Generated) When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
pool.prewarm
(Generated) When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter
pool.print_arraypool
(Generated) Prints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
Action
pool.print_assets
(Generated) Prints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
Action
pool.print_memory
(Generated) Prints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json
Action
pool.print_prefabs
(Generated) Prints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
Action
pool.reset_max_pool_counter
(Generated) Resets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
Action
pooltable.debug_pool
pooltable.idle_reset_seconds
(Generated) Anyone can reset a pool game nobody has interacted with for this many seconds
pooltable.physics_update_rate
pooltable.show_tooltips
Show pool game tooltip notifications
pooltable.watch_after_shot_seconds
(Generated) Seconds the shooter stays seated watching their shot before being dismounted
powergrid.enabled
powergrid.fusedecayhighpop
Connected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop.
powergrid.fusedecaylowpop
Connected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x.
powergrid.fusedecaylowpopscale
Multiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay.
powergrid.fusefulldecaycount
How many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate.
powergrid.fuselifespanseconds
How long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever.
powergrid.fuseslowdecayfractionmax
Maximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.
powergrid.fuseslowdecayfractionmin
Minimum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime.
powergrid.fusestatus
Action
powergrid.greenrecyclerfullefficiencystage
powergrid.marketplacechargecapacity
Charge capacity of a drone marketplace's power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it.
powergrid.marketplacechargeperfuse
Charge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them.
powergrid.marketplacedrainrate
Charge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed.
powergrid.marketplaceminimumfusestocharge
Heavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more.
powergrid.marketplacerequiredchargefraction
Fraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out.
powergrid.powerlinebasepoweroutput
Starting power output of powerline poles when 1 heavy fuse is inserted at the power plant.
powergrid.powerlinemaxpoweroutput
Power output of powerline poles when all possible heavy fuses are inserted at the power plant.
powergrid.simulatepowerplantfuses
powergrid.stagechangeworkqueuebudget
Max time per frame (ms) to spend notifying powergrid entities of a stage change.
powergrid.stagechangeworkqueuedelaybetweenjobs
Time to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance
powergrid.stagechangeworkqueuegroupjobsdistance
If a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs)
powergrid.status
Action
profile.command_lagspike_threshold
profile.countsyncmoveentities
(Generated) Counts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
Action
profile.dump_profile_recorders
(Generated) Dumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
Action
profile.exportintervals
(Generated) Interval in seconds between automatic exports of server profiler data to disk; lower values provide more frequent snapshots at a higher I/O cost
profile.flush_analytics
(Generated) Flushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
Action
profile.immediatemodeenabled
(Generated) When enabled, the server native profiler runs in immediate mode, capturing every frame rather than sampling; more accurate but higher overhead
profile.logentityspawntime
Log how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times
profile.logentityspawntime_min
Minimum spawn time before logging (in ms)
profile.notifyonmainalloccount
(Generated) Main-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps isolate main-thread GC pressure
profile.notifyonmainmemkb
(Generated) Main-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
profile.notifyontotalalloccount
(Generated) Allocation count threshold (per profiler tick) above which the native continuous profiler fires a notification; useful for detecting unexpected allocation spikes
profile.notifyontotalmemkb
(Generated) Total managed memory threshold in kilobytes above which the native profiler fires a notification; helps detect memory leaks during long server runs
profile.notifyonworkeralloccount
(Generated) Worker-thread allocation count threshold per tick for profiler notifications; 0 = disabled; helps detect background task GC pressure
profile.notifyonworkermemkb
(Generated) Worker-thread memory usage threshold in kilobytes for profiler notifications; 0 = disabled
profile.perfsnapshot
profile.perfsnapshot [delay=15, int] [name='Profile', str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools
Action
profile.perfsnapshot_stream
profile.perfsnapshot_stream [name='Profile', str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools
Action