Overview

To view a list of all registered commands, use the list command in the console. For syntax details and brief descriptions of each command, use the help command.

camera.dir

Sets the current direction of the camera.

Usage: camera.dir x y z [x_up = 0 y_up = 1 z_up = 0]

camera.pos

Shows and sets the current position of the camera.

Usage: camera.pos to know camera position in last active viewport.

Usage: camera.pos x y z to set camera position in last active viewport.

clear

Clears the console output.

Usage: clear

driver.reset

Resets the graphics driver to its default state.

Usage: driver.reset

entity.stat

Outputs statistics for entity pools to console.

Usage: entity.stat

envi.set

Configures the environment settings.

Usage: envi.set <envi_name>

.sun_from_time

Adjusts the sun position based on the specified time.

Usage: .sun_from_time year month day time lattitude longtitude

exit

Exits the daEditor.

Usage: exit [save_project]

If save_project is set no message box will be shown.

help

Displays a list of available commands along with their syntax and descriptions.

Usage: help <command name>

land.commit_changes

Commits changes made to the land data.

Usage: land.commit_changes

land.ltmap

Generates or modifies the lightmap for the land.

Usage: land.ltmap [file_path] to calculate and save lightmaps; optional file_path is relative to develop; with no file_path builtScene/lightmap.dds is saved.

land.rebuild_colors

Rebuilds the color information for the landmesh/heightmap.

Usage: land.rebuild_colors

list

Lists all registered commands.

Usage: list

perf.dump

Dumps performance data for analysis.

Usage: perf.dump

perf.off

Turns off performance monitoring.

Usage: perf.off

perf.on

Enables performance monitoring.

Usage: perf.on

project.export.all

Exports project in all formats.

Usage: project.export.all level_name_pc level_name_xbox level_name_ps3 to export project in all formats where level_name_* – path to exported level relative application levels directory.

project.export.and

Exports project for the Android platform.

Usage: project.export.and level_name to export project in Android (Tegra GPU family) format where level_name – path to exported level relative application levels directory.

project.export.ios

Exports project for the iOS platform.

Usage: project.export.iOS level_name to export project in iOS format where level_name – path to exported level relative application levels directory.

project.export.pc

Exports the project for PC platforms.

Usage: project.export.pc level_name to export project in PC format where level_name – path to exported level relative application levels directory.

project.export.ps3

Exports the project for PlayStation 3 platforms.

Usage: project.export.ps3 level_name to export project in PS3 format where level_name – path to exported level relative application levels directory.

project.export.ps4

Exports the project for PlayStation 4 platforms.

Usage: project.export.ps4 level_name to export project in PS4 format where level_name – path to exported level relative application levels directory.

project.export.xbox

Exports the project for Xbox platforms.

Usage: project.export.xbox level_name to export project in XBOX 360 format where level_name – path to exported level relative application levels directory.

project.open

Opens a specified project.

Usage: project.open file_path [lock = false] [save_project] where file_path – full path to level.blk or path relative to projects developdirectory,lock boolean value to determine to lock project or not,save_project` – boolean value to supress save question message box

project.tex_metrics

Computes and outputs tex metrics to console.

Usage: project.tex_metrics [verbose] [nodlg]

screenshot.ortho

Outputs orthographic screenshot using extents from landscape.

Usage: screenshot.ortho

set_workspace

Sets the current workspace configuration.

Usage: set_workspace application_blk_path [save_project] to load workspace from mentioned “application.blk” file where application_blk_path – path to desired application.blk file. Must be full or relative to daEditor folder save_project – boolean value to disable save question message box.

shaders.list

Lists all available shaders.

Usage: shaders.list [name_substr]

shaders.reload

Reloads all shaders from disk.

Usage: shaders.reload [shaders-binary-dump-fname].

shaders.set

Sets a specified shader configuration.

Usage: shaders.set <shader-var-name> <value>

shadervar

Lists shader variables.

Usage: shadervar

tex.hide

Hides the specified texture.

Usage: tex.hide

tex.info full

Gives a detailed list of textures in a .log/debug file.

Usage: tex.info full

tex.refs

Lists references to the specified texture.

Usage: tex.refs

tex.show

Shows the specified texture.

Usage: tex.show

time.speed

Sets the current simulation speed.

Usage: time.speed <scale>

render.shaderVar [x] [x] [x] [x]

Sets shader variables with specified values.

Usage: render.shaderVar  <x> [x] [x] [x] [x]

render.shaderBlk

Applies a shader block configuration.

Usage: render.shaderBlk  <x>

app.tex [x]

Manages application textures.

Usage: app.tex

app.tex_refs

Calculates amount of references for application textures.

Usage: app.tex_refs

app.save_tex [x]

Saves the specified texture(s).

Usage: app.save_tex  <x> [x]

app.save_all_tex

Saves all application textures.

Usage: app.save_all_tex

app.stcode

Displays shader code for debugging.

Usage: app.stcode

render.reset_device

Resets the rendering device to its default state.

Usage: render.reset_device

render.hang_device

Causes the rendering device to hang or pause for debugging purposes.

Usage: render.hang_device  <x>

render.send_gpu_dump [x]

Sends a GPU memory dump for analysis. Parameters specify details.

Usage: render.send_gpu_dump  <x> [x]

render.reload_shaders [use_fence] [shaders_bindump_name]

Reloads shaders with optional parameters for synchronization and shader binding dumps.

Usage: render.reload_shaders  [use_fence] [shaders_bindump_name]

water.hq [x] [x] [x] [x]

Configures high-quality settings for water rendering.

Usage: water.hq  [x] [x] [x] [x]

water.foam_hats [x] [x] [x]

Adjusts settings for foam effects on water surfaces.

Usage: water.foam_hats <hats_mul> <hats_threshold> <hats_folding>

water.surface_folding_foam [x] [x] [x]

Configures settings for surface folding foam in water.

Usage: water.surface_folding_foam <mul> <pow>

water.foam_turbulent [x] [x] [x] [x]

Adjusts settings for turbulent foam effects on water.

Usage: water.foam_turbulent <generation_threshold> <generation_amount> <dissipation_speed> <falloff_speed>

water.dependency_wind [x]

Configures water rendering to depend on wind settings.

Usage: water.wind_dependency <size>

water.alignment_wind [x]

Adjusts water alignment based on wind settings.

Usage: water.alignment_wind <size>

water.choppiness [x]

Configures the choppiness of water surfaces.

Usage: water.choppiness <size>

water.facet_size [x]

Sets the facet size for water tessellation.

Usage: water.facet_size <size>

water.amplitude [x] [x] [x] [x] [x]

Adjusts the amplitude of water waves.

Usage: water.amplitude <a01234> or water.amplitude <a0> <a1> <a2> <a3> <a4>

water.small_wave_fraction [x]

Configures the fraction of small waves in water rendering.

Usage: water.smallWaveFraction <size>

water.cascade_window_length [x]

Sets the length of the cascade window for water rendering.

Usage: water.cascade_window_length <size>

water.cascade_facet_size [x]

Configures facet size for water cascades.

Usage: water.cascade_facet_size <size>

water.roughness [x] [x]

Adjusts the roughness of water surfaces.

Usage: water.roughness <base> <cascadesBase>

water.fft_resolution [x]

Sets the FFT resolution for water rendering.

Usage: water.fft_resolution <size>

water.tesselation

Configures the tessellation level for water surfaces.

Usage: water.tesselation <size>

water.fft_period [x]

Sets the FFT period for water waves.

Usage: water.fft_period <size>

water.spectrum [x] [x]

Configures the water spectrum for wave patterns.

Usage: water.spectrum <spectra index> <bf_scale> where <spectra index>: phillips = 0, unified_directional = 1.

water.vs_samplers

Sets the number of vertex shader samplers for water.

water.reset_render

Resets water rendering settings to default.

water.num_cascades [x]

Configures the number of cascades for water rendering.

Usage: water.num_cascades <size>

debug_mesh.range

Sets the range for displaying debug mesh information.

skies.convert_weather_blk_to_entity

Converts a weather block to an entity format.

Usage: rendinst.hide_object <rendinst name>

rendinst.hide_object [x]

Hides a specified rendering instance object.

Usage: rendinst.hide_object <rendinst name>

rendinst.list

Lists all rendering instances.

rendinst.profiling [x]

Toggles rendinst in profiles by name, or include all ri in profiler (all), or exclude all rendinst from profiler (none).

Usage: rendinst.profiling <rendins tname>|all|none

rendinst.verify_lods [x]

Verifies level of detail (LOD) settings for rendering instances.

ri_gpu_objects.invalidate

Invalidates GPU objects for the rendering interface, potentially forcing a reload.

rigrid.stats

Displays statistics about the rig grid.

shaded_collision.none

Disables shaded collision rendering.

shaded_collision.alone

Displays shaded collision alone without any visual elements.

shaded_collision.with_visual

Displays shaded collision with visual elements.

shaded_collision.alone_diff

Shows differences in shaded collision alone.

shaded_collision.with_visual_diff

Displays differences in shaded collision with visual elements.

shaded_collision.wireframe

Renders shaded collision in wireframe mode.

shaded_collision.face_orientation

Displays the face orientation for shaded collision.

gameres.update_pack

Updates the specified resource pack for the game.

gameres.list_missing_for_res [x]

Lists missing resources for a specified category.

gameres.list_missing_for_tex

Lists missing textures for the specified category.

gameres.list_missing_for_all_tex [x]

Lists missing textures across all categories.

riUnitedVdata.list

Lists UnitedV data for rendering interface.

riUnitedVdata.status

Displays the status of UnitedV data.

riUnitedVdata.dumpMem

Dumps memory for UnitedV data.

riUnitedVdata.perfStat

Provides performance statistics for UnitedV data.

dmUnitedVdata.list

Lists UnitedV data for data management.

dmUnitedVdata.status

Displays the status of UnitedV data in data management.

dmUnitedVdata.dumpMem

Dumps memory for UnitedV data in data management.

dmUnitedVdata.perfStat

Provides performance statistics for UnitedV data in data management.

tex.list [x] [x] [x] [x] [x] [x] [x] [x] [x]

Lists textures with optional filtering parameters.

tex.downgrade [x]

Downgrades the specified texture to a lower quality.

tex.setMaxLev [x]

Sets the maximum level for texture detail.

tex.set

Sets the specified texture.

tex.addRef

Adds a reference to the specified texture.

tex.delRef

Removes a reference from the specified texture.

tex.markLFU [x]

Marks the specified texture as Least Frequently Used (LFU).