Rust Client Settings Commands
Give Item List →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
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
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 |
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debug.debugcamera_autoload |
Automatically load the debug camera state whenever toggling it | debug | variable | False |
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debug.debugcamera_autosave |
Automatically save the debug camera state whenever toggling it | debug | variable | False |
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debug.debugcamera_bonerotation |
Apply target bone rotation to debug camera | debug | variable | False |
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debug.debugcamera_cyclebone |
(Generated) Key binding that cycles the debug camera target to the next bone on the currently targeted entity | debug | variable | False |
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debug.debugcamera_dollyback |
(Generated) Key binding that moves the debug camera backward along its dolly axis | debug | variable | False |
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debug.debugcamera_dollyforward |
(Generated) Key binding that moves the debug camera forward along its dolly axis | debug | variable | False |
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debug.debugcamera_dollyspeed |
(Generated) Movement speed multiplier applied when dollying the debug camera forward or backward | debug | variable | 1 |
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debug.debugcamera_lock |
Locks the debug camera in place | debug | variable | False |
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debug.debugcamera_lookat |
Enable/Disable 'lookat' mode when using debugcamera_unfreeze | debug | variable | True |
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debug.debugcamera_lower |
(Generated) Key binding that lowers the debug camera vertically | debug | variable | False |
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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) |
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debug.debugcamera_preserve |
Preserve the initial debug camera state through game restarts | debug | variable | False |
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debug.debugcamera_raise |
(Generated) Key binding that raises the debug camera vertically | debug | variable | False |
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debug.debugcamera_targetbind |
(Generated) Key binding that sets the current debug camera target to the entity the player is looking at | debug | variable | False |
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debug.debugcamera_zoomin |
(Generated) Key binding that zooms the debug camera in (decreases FOV) | debug | variable | False |
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debug.debugcamera_zoomout |
(Generated) Key binding that zooms the debug camera out (increases FOV) | debug | variable | False |
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debug.debugclientmountmenu |
DDraw the reason the client mount menu of entities gets blocked | debug | variable | False |
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debug.debugdismountduration |
Duration in seconds to keep ddraw for dismount attempts visible | debug | variable | 30 |
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debug.debugdismounts |
Shows some debug info for dismount attempts. | debug | variable | False |
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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 |
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debug.disable_distant_sleepers |
Disable the animator on distant sleepers, reducing animation cost | debug | variable | True |
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debug.disablefoliageinstancingwhileloading |
(Generated) Disables GPU instancing for foliage during the initial world load to reduce memory and GPU pressure while loading | debug | variable | True |
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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 |
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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 |
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debug.drawcolliders |
Draw colliders | debug | variable | False |
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debug.drawcolliders_hide_preventbuilding |
Prevents prevent building volumes from being drawn with drawcolliders | debug | variable | False |
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debug.drawcolliders_hide_triggers |
Prevents triggers from being drawn with drawcolliders | debug | variable | False |
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debug.drawlootcountdowns |
Draws the remaining loot refresh countdown above nearby loot containers | debug | variable | False |
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debug.drawlootcountdowns_radius |
Radius around the player to show loot countdowns in when drawlootcountdowns is enabled | debug | variable | 30 |
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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 |
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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 |
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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 |
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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 |
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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 |
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debug.showworldinfoinperformancereadout |
(Generated) When enabled, appends world position and seed info to the on-screen performance readout overlay | debug | variable | False |
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debug.skyreflection |
Whether or not to update the sky reflection probe | debug | variable | False |
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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 |
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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 |
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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 |
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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 |
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decal.instancing |
(Generated) Enables GPU instancing for decals, batching identical decals into fewer draw calls for better GPU performance | decal | variable | True |
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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 |
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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 |
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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 |
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deepsea.islands_billboard_scale |
Scale multiplier for the deep sea island billboards | deepsea | variable | 1 |
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deepsea.mainisland_billboard_scale |
Scale multiplier for the main island billboard seen from the deep sea | deepsea | variable | 1 |
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demo.autodebugcam |
Automatically switch to the debug cam when loading a demo | demo | variable | False |
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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.