Rust Client Settings Commands

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Console commands for the F1 menu or RCON. Source: a community-maintained export of Rust's own generated command metadata - treat this as a helpful reference, not an exhaustive one.

Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value.

929 commands
CommandDescriptionCategoryTypeDefaultPermission
debug.cmbrainforcedisable (Generated) When true, forcibly disables the CameraMan brain component, preventing it from overriding camera control; useful for manual camera debugging debug variable False
debug.debugcamera_autoload Automatically load the debug camera state whenever toggling it debug variable False
debug.debugcamera_autosave Automatically save the debug camera state whenever toggling it debug variable False
debug.debugcamera_bonerotation Apply target bone rotation to debug camera debug variable False
debug.debugcamera_cyclebone (Generated) Key binding that cycles the debug camera target to the next bone on the currently targeted entity debug variable False
debug.debugcamera_dollyback (Generated) Key binding that moves the debug camera backward along its dolly axis debug variable False
debug.debugcamera_dollyforward (Generated) Key binding that moves the debug camera forward along its dolly axis debug variable False
debug.debugcamera_dollyspeed (Generated) Movement speed multiplier applied when dollying the debug camera forward or backward debug variable 1
debug.debugcamera_lock Locks the debug camera in place debug variable False
debug.debugcamera_lookat Enable/Disable 'lookat' mode when using debugcamera_unfreeze debug variable True
debug.debugcamera_lower (Generated) Key binding that lowers the debug camera vertically debug variable False
debug.debugcamera_offset (Generated) World-space positional offset applied to the debug camera position relative to its target; saved across sessions debug variable (0.00, 0.00, 0.00)
debug.debugcamera_preserve Preserve the initial debug camera state through game restarts debug variable False
debug.debugcamera_raise (Generated) Key binding that raises the debug camera vertically debug variable False
debug.debugcamera_targetbind (Generated) Key binding that sets the current debug camera target to the entity the player is looking at debug variable False
debug.debugcamera_zoomin (Generated) Key binding that zooms the debug camera in (decreases FOV) debug variable False
debug.debugcamera_zoomout (Generated) Key binding that zooms the debug camera out (increases FOV) debug variable False
debug.debugclientmountmenu DDraw the reason the client mount menu of entities gets blocked debug variable False
debug.debugdismountduration Duration in seconds to keep ddraw for dismount attempts visible debug variable 30
debug.debugdismounts Shows some debug info for dismount attempts. debug variable False
debug.disablecameramovementwhilereceivingsnapshot (Generated) Prevents the camera from moving while the initial world snapshot is being received, avoiding disorienting camera jumps during connect debug variable True
debug.disable_distant_sleepers Disable the animator on distant sleepers, reducing animation cost debug variable True
debug.disablefoliageinstancingwhileloading (Generated) Disables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading debug variable True
debug.disablewaterrenderingwhileloading (Generated) Disables the water rendering system during the initial world load to reduce GPU overhead and speed up the loading screen debug variable True
debug.dofexposerforcedisable (Generated) When true, forcibly disables the depth-of-field exposer component on the client camera; useful for debugging DOF interaction issues debug variable False
debug.drawcolliders Draw colliders debug variable False
debug.drawcolliders_hide_preventbuilding Prevents prevent building volumes from being drawn with drawcolliders debug variable False
debug.drawcolliders_hide_triggers Prevents triggers from being drawn with drawcolliders debug variable False
debug.drawlootcountdowns Draws the remaining loot refresh countdown above nearby loot containers debug variable False
debug.drawlootcountdowns_radius Radius around the player to show loot countdowns in when drawlootcountdowns is enabled debug variable 30
debug.fakespeechplayer Fakes mouth movement of the supplied player (like they're speaking) debug variable
debug.invokeperformancetracking (Generated) When enabled, activates the invoke profiler to track per-invoke execution time; sets the profiler mode to 2 for detailed timing debug variable False
debug.log (Generated) When enabled, Unity Debug.Log output is written to disk; disabling first logs a final message before suppressing further output debug variable True
debug.oninventorychanged (Generated) When enabled, fires the client-side inventory changed callback whenever inventory contents update; disabling suppresses these callbacks for testing debug variable True
debug.showallcullingvolumes (Generated) When enabled, draws debug visualisations for all CullingVolume trigger colliders in the scene; useful for auditing culling zone coverage debug variable False
debug.showviewmodelaimhelper (Generated) When enabled, renders the viewmodel aim helper debug visualisation in the client viewport; used to tune weapon aiming assist hitboxes debug variable False
debug.showworldinfoinperformancereadout (Generated) When enabled, appends world position and seed info to the on-screen performance readout overlay debug variable False
debug.skyreflection Whether or not to update the sky reflection probe debug variable False
debug.viewmodelaimhelpwidth (Generated) Width in world units of the viewmodel aim helper debug visualisation; controls how wide the aim assistance region appears when showViewmodelAimHelper is on debug variable 4
debug.waterfactorprintout (Generated) When enabled, logs the current water factor value affecting the camera to the console each frame; useful for debugging underwater transition rendering debug variable False
decal.cache (Generated) Enables a decal cache that reuses identical decal instances rather than spawning new ones, reducing draw calls for repeated surface impacts decal variable False
decal.capacity (Generated) Maximum number of decals allowed per surface at any one time; older decals are removed when this limit is reached to prevent surface clutter decal variable 128
decal.instancing (Generated) Enables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance decal variable True
decal.limit (Generated) Global maximum number of active decal instances across the entire scene; older decals are removed when the limit is reached decal variable 256
decor.quality (Generated) Controls draw distance and density of decorative foliage and props (0-100); lower values reduce decoration rendering for better performance decor variable 100
deepsea.debug_portals_visible (Generated) When enabled, renders debug visualisers for all deep sea portal positions on the client; useful for verifying portal placement during development deepsea variable False
deepsea.islands_billboard_scale Scale multiplier for the deep sea island billboards deepsea variable 1
deepsea.mainisland_billboard_scale Scale multiplier for the main island billboard seen from the deep sea deepsea variable 1
demo.autodebugcam Automatically switch to the debug cam when loading a demo demo variable False
demo.cinematicshake Use the cinematic multi-layer camera shake in demos. demo variable False

Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value. Search by name, description or category; every row has a copy button.

Frequently Asked Questions

Press F1 in game. Type a command and press Enter; press F1 again to close it.

A community-maintained export of Rust's own generated command metadata. Commands change with game updates, so treat it as a helpful reference rather than an exhaustive one.