Console commands
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Derail Valley has a developer console where you can type commands to perform different actions. Some of them can also be accessed in the settings, some are mostly only useful for the developers, but some can be used to tweak the game to your liking. By default, the keybind to bring up the console is `
.
List of console commands
Controls
Command | Description |
---|---|
Controls.Bind
bind |
Sets bindings for a key. Usage example: bind teleport F |
Controls.ShowBinds
showbinds |
Shows current key bindings |
Controls.ResetBinds
resetbinds |
Resets current key bindings to default |
Graphics
Command | Description |
---|---|
Graphics.AnisitropicFiltering | Disable/enable/force anisotropic texture filtering (0, 1, 2) |
Graphics.Antialiasing | Antialiasing level (0, 2, 4, 8) |
Graphics.AsyncUpload.BufferSize | See Unity docs for QualitySettings.AsyncUploadBufferSize (2-512) |
Graphics.AsyncUpload.TimeSlice | See Unity docs for QualitySettings.AsyncUploadTimeSlice (1-33) |
Graphics.LodBias | LOD distance multiplier (float) |
Graphics.MasterTextureLimit | Texture MipMap limit, each value cuts texture quality into half (int) |
Graphics.MaxQueuedFrames | Maximum number of frames queued up by graphics driver (int) |
Graphics.ParticleRaycastBudget | Limits number of collision tests per frame for particles (int) |
Graphics.PixelLightCount | The maximum number of pixel lights that should affect any object (int) |
Graphics.RealtimeReflectionProbes | Enable/disable realtime reflection probes (bool) |
Graphics.Shadow.Cascades | Number of shadow cascades for directional lights (1, 2, 4) |
Graphics.Shadow.Distance | Shadow drawing distance (float) |
Graphics.Shadow.Projection | Directional light close/stable shadow projection (0, 1) |
Graphics.Shadow.Resolution | Shadow resolution (0-3) |
Graphics.Shadow.Mode | Off / Hard only / Hard & Soft shadows (0, 1, 2) |
Graphics.StreamingMipmaps.Active | Enable/disable texture mipmap streaming (see also StreamingMipmapsAddAllCameras) (bool) |
Graphics.StreamingMipmaps.AddAllCameras | Enable/disable texture mipmap streaming on all enabled cameras (bool) |
Graphics.StreamingMipmaps.MaxFileIORequests | Limits number of file IO requests for texture streaming (int) |
Graphics.StreamingMipmaps.MaxLevelReduction | Maximum number of mipmap levels to discard for each texture (int) |
Graphics.StreamingMipmaps.MemoryBudget | Total amount of memory to be used by streaming and non-streaming textures (float) |
Graphics.StreamingMipmaps.RenderersPerFrame | Limits number of renderers per frame used for calculation of mipmap levels (int) |
Graphics.VSyncCount | Number of VSyncs that should pass between each frame (0-4) |
Graphics.TerrainShadows | Enable/disable terrain shadows |
Graphics.TerrainsRendering | Enable/disable rendering terrains |
Graphics.DeferredAA | Set deferred anti-aliasing mode (0, 1, 2, 3) |
Graphics.SoftTAA | Set TAA to be softer-looking, can help with screenshots |
Graphics.TweakTAA | Set TAA parameters, run without arg to get a list, run without value to get current state, or with multiple values in a row to set all at once |
Graphics.ExposureCompensation | View or set current exposure compensation value from the global postprocessing object |
Graphics.KillVolumetrics | Disable all volumetric props |
Graphics.RestoreVolumetrics | Restore all volumetric props |
Graphics.LightsRange | Set lights range |
Graphics.LightingQuality | Set lighting quality (0, 1, 2) |
Textures
Command | Description |
---|---|
Texture.allowThreadedTextureCreation | Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread) |
Texture.currentTextureMemory | The amount of memory that all Textures in the scene use |
Texture.desiredTextureMemory | The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The desiredTextureMemory value takes into account the mipmap levels that Unity has requested or that you have set manually.
For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the |
Texture.GenerateAllMips | Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
Texture.nonStreamingTextureCount | The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
Texture.nonStreamingTextureMemory | The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
Texture.streamingMipmapUploadCount | How many times has a Texture been uploaded due to Texture mipmap streaming. |
Texture.streamingRendererCount | Number of renderers registered with the Texture streaming system. |
Texture.streamingTextureCount | Number of streaming Textures. |
Texture.streamingTextureDiscardUnusedMips | Forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. |
Texture.streamingTextureForceLoadAll | Force streaming Textures to load all mipmap levels. |
Texture.streamingTextureLoadingCount | Number of streaming Textures with mipmaps currently loading. |
Texture.streamingTexturePendingLoadCount | Number of streaming Textures with outstanding mipmaps to be loaded. |
Texture.targetTextureMemory | The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. targetTextureMemory also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|
Texture.totalTextureMemory | The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the Texture2D.requestedMipmapLevel manually.To see a Texture memory value that takes inputs into account, use desiredTextureMemory . totalTextureMemory only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|
Debug.ToggleCouplingHoseDebugGUI | Enable/disable coupling hoses debug stats |
Languages
Command | Description |
---|---|
Lang.Dirs | Prints all dirs specified in LocalizationLoader.LocalizationDirs |
Lang.Fetch | Downloads localization CSVs from all URLs defined in sources.json files,which are looked for in dirs specified in LocalizationLoader.LocalizationDirs
The format of JSON content is:
|
Lang.Reload | Reloads localization .csv files and loads current scene again |
Lang.Set | Change localization to given language name. If a second argument is passed (any value) it will also do Lang.Reload |
Lang.RunTestScene | Runs the localization test scene |
Physics
Command | Description |
---|---|
Physics.Toggle | Enable/disable physics |
Debug
Command | Description |
---|---|
Debug.NumCars | Prints number of train cars in the world |
Debug.ToggleTrackIndicators | Enable/disable track ID indicators above station tracks |
Debug.MaxJobsPerStation | Sets maximum number of procedural jobs created in stations |
Debug.DestroyBuggedObjects | Destroys objects that have NaN position, should fix short tele-grab |
Debug.SleepAllItems | Force all items/props physics to sleep |
Debug.DestroyAllItems | Destroys all props/items (can be game-breaking) |
Debug.DeleteCarsAndJobsSaveData | Deletes all existing cars, jobs and clears cars/jobs savegame data |
Debug.TeleportToPoint | Teleports the player to a specific x,z coordinate on the map (value range 0-16384) |
Debug.TeleportToPointNormalized | Teleports the player to a specific normalized x and normalized z coordinate on the map (value range 0-1) |
Debug.PrintPlayerPosition | Prints player's current coordinates in the world |
Debug.TrainOptimizationStatus | Shows number of sleeping / awaken cars |
Debug.RemoveAllLicenses | Removes all licenses. Use when you are not on any job |
Debug.SetSunYRotation | Sets sun Y rotation (0 - 360) |
Debug.SetSunXRotation | Sets sun X rotation (0 - 360) |
Debug.LoadingAlertsToggle | Toggles loading area and car spawning alerts |
Debug.AutoSavingEnabled | Toggles auto-save |
Debug.AutoSaveNow | Forces a auto-save |
Debug.QuickSaveNow | Forces a quick-save |
Debug.ManualSaveNow | Forces a manual save |
Debug.ErrorPingToggle | Toggles playing of error sound |
Debug.NumberOfCarsPerCarType | Lists number of cars per each car type |
Debug.UnloadUnusedAssetsToggle | Toggles freeing up memory when loading new area (frees up more RAM, but causes stutter) |
Debug.ForceUnloadUnusedAssets | Calls Resources.UnloadUnusedAssets() method. |
Debug.GCCollect | Calls GC.Collect() method. |
Debug.GCCollectIncremental | Calls GarbageCollector.CollectIncremental() method with desired duration (in ms). |
Debug.Telemetry | Record in-game train car telemetry that will be saved to disk when derailing, for later analysis. |
Debug.SaveTelemetry | Save current telemetry data, with an optional string prefix for easier identification. Look for new files in app data folder afterwards. |
Debug.InventoryEventDebug | Enables logging of inventory event debug |
Oculus
Command | Description |
---|---|
Oculus.RenderScale | View/set Oculus SDK render scale min & max values (float [, float]) |
Player
Command | Description |
---|---|
Player.MoveToLastGoodPosition | Moves player to where it was last in contact with the terrain |
Player.FOV | Sets camera field of view. Default is 50, valid range is 30-120. |
Screenshots
Command | Description |
---|---|
ScreenshotTaker.Enable | Enable screenshot taker tool |
ScreenshotTaker.Supersize | Resolution multiplier |
Vegetation
Command | Description |
---|---|
Veg.Toggle | Enables/disables vegetation (re-enabling might not work yet) |
Veg.LodFactor | LOD factor (0-5) |
Veg.Distance.Grass | Grass & small plant distance (0-800) |
Veg.Distance.Tree | Additional tree distance (0-3000) |
Veg.Distance.Billboard | Additional billboard distance (0-20000) |
Veg.Density.Grass | Grass density (0-2) |
Veg.Density.Plant | Small plant density (0-2) |
Veg.Density.Tree | Tree density (0-2) |
Veg.Density.Object | Object density (0-2) |
Veg.Density.LargeObject | Large object density (0-2) |
Veg.Shadows.Grass | Grass shadows (bool) |
Veg.Shadows.Plant | Small plant shadows (bool) |
Veg.Shadows.Tree | Tree shadows (bool) |
Veg.Shadows.Object | Object shadows (bool) |
Veg.Shadows.LargeObject | Large object shadows (bool) |
Veg.Shadows.Billboard | Billboard shadows (bool) |
Veg.Debug.WaitFrames | Number of frames to wait between (un)loading terrain tiles (int) |
Veg.Debug.RefreshVegetation | Refreshes Vegetation |
Veg.Debug.RefreshVegetationLocal | Refreshes vegetation cells within a given range around the player. Uses range of 20m if no argument is passed |