You can launch Unity Players from the command line and pass in arguments to change how the Player executes. These arguments work on all standalone platforms except for the Web platform. The following table specifies any additional platform requirements.
Command | Details: |
---|---|
-batchmode |
Run the application in “headless” mode. In this mode, the application doesn’t display anything or accept user input. This is useful for running servers for networked applications. |
-disable-gpu-skinning |
Disables Graphics Processing Unit (GPU) skinningThe process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info See in Glossary at startup. |
-force-clamped |
Use this together with -force-glcoreXY to prevent checks for additional OpenGL extensions, allowing the application to run between platforms with the same code paths. |
-force-d3d11-singlethreaded |
Force DirectX 11.0 to be created with a D3D11_CREATE_DEVICE_SINGLETHREADED flag. |
-force-device-index |
Make the Standalone Player use a specific GPU device by passing it the index of that GPU. This option is supported for D3D11, D3D12, Metal, and Vulkan graphics APIs, but isn’t supported for OpenGL. |
-force-gfx-direct |
Force single threaded rendering. |
-force-glcore |
Force the application to use the OpenGL core profile for rendering. The Editor tries to use the most recent OpenGL version available, and all OpenGL extensions exposed by the OpenGL drivers. Unity uses Direct3D if the platform doesn’t support OpenGL. |
-force-glcoreXY |
Similar to -force-glcore , but requests a specific OpenGL context version. Accepted values for XY: 32, 33, 40, 41, 42, 43, 44, or 45. |
-force-vulkan |
Force the application to use Vulkan for rendering. |
-max-async-pso-job-count |
Set the number of parallel threads Unity uses to create pipeline state objects (PSOs) when you use Experimental.Rendering.ShaderWarmup to prewarm shaderA program that runs on the GPU. More info See in Glossary variants. This only has an effect if your application runs on a platform that uses the DirectX 12, Metal, or Vulkan graphics API. |
-monitor N |
Run Standalone Player on the specified monitor, indicated by a 1-based index number. |
-nographics |
When you use this argument in batch mode, Unity doesn’t initialize a graphics device. This makes it possible to run your automated workflows on machines that don’t have a GPU. Note: Output logs are turned off in this mode. |
-logFile <pathname> |
Specify where Unity writes the standalone Player log file. To output to the console, specify - for the path name. On Windows, use -logfile to direct the output to stdout , which by default is not the console. |
-nolog |
Do not produce an output log. When you don’t use this argument, Unity writes the output_log.txt in the Log Files folder, where the Debug.Log output is printed. |
-no-stereo-rendering |
Turn off stereo rendering. |
-popupwindow |
Create the window as a pop-up window, without a frame. This command isn’t supported on macOS. |
-screen-fullscreen |
Override the default full-screen state. This must be 0 or 1. |
-screen-height |
Override the default screen height. This must be an integer from a supported resolution. |
-screen-width |
Override the default screen width. This width value must be an integer from a supported resolution. |
-screen-quality |
Override the default screen quality. Example usage would be: /path/to/myGame -screen-quality Beautiful . The supported options match the Quality Settings names. |
-dontConnectAcceleratorEvent (UWP only) |
Disable connecting to AcceleratorKeyEvent. This may help if you have issues with input in XAML elements. Note: Unity cannot handle some keyboard keys, such as F10, Ctrl, Alt, and Tab. |
-force-d3d11 (Windows only) |
Force the application to use Direct3D 11 for rendering. |
-force-d3d12 (Windows only) |
Force the application to use Direct3D 12 for rendering. |
-force-d3d11-bitblt-model (Windows only) |
Force the application to use DXGI BitBlt model swapchain when using Direct3D 11. For more information, see PlayerSettings.useFlipModelSwapchain. |
-force-d3d11-flip-model (Windows only) |
Force the application to use DXGI flip model swapchain when using Direct3D 11. For more information, see PlayerSettings.useFlipModelSwapchain. |
-force-d3d11-no-singlethreaded (Windows and UWP only) |
Force DirectX 11.0 to be created without a D3D11_CREATE_DEVICE_SINGLETHREADED flag. |
-force-d3d11-singlethreaded (Windows and UWP only) |
Force DirectX 11.0 to be created with a D3D11_CREATE_DEVICE_SINGLETHREADED flag. |
-force-driver-type-warp (Windows and UWP only) |
Force the DirectX 11.0 driver type WARP device. For more information, see Microsoft’s documentation on Windows Advanced Rasterization Platform. |
-force-feature-level-10-0 (Windows and UWP only) |
Force DirectX 11.0 feature level 10.0. |
-force-feature-level-10-1 (Windows and UWP only) |
Force DirectX 11.0 feature level 10.1. |
-force-feature-level-11-0 (Windows and UWP only) |
Force DirectX 11.0 feature level 11.0. |
-force-low-power-device (macOS only) |
Make the Standalone Player use a low power device. |
-force-metal (macOS only) |
Make the Standalone Player use Metal as the default graphics API. |
-forceTextBoxBasedKeyboard (UWP only) |
Use TextBox-based implementation for TouchScreenKeyboard. This implementation allows switching to different implementations, in case there are issues with the default. Note: This implementation has an effect only on UWP XAML applications. |
-force-wayland (Linux only) |
Activate experimental Wayland support when running a Linux player. |
--parentHWND <HWND> delayed (Windows only) |
Embed the Windows Standalone application into another application. When you use this argument, you need to pass the parent application’s window handle (‘HWND’) to the Windows Standalone application. When you pass -parentHWND 'HWND' delayed , the Unity application is hidden while it runs. You must also call SetParent from the Microsoft Developer library for Unity in the application. Microsoft’s SetParent embeds the Unity window. When it creates Unity processes, the Unity window respects the position and size provided as part of Microsoft’s STARTUPINFO structure.To resize the Unity window, check its GWLP_USERDATA in Microsoft’s GetWindowLongPtr function. Its lowest bit is set to 1 when the graphics initialize and it’s safe to resize. Its second lowest bit is set to 1 after the Unity splash screen finishes displaying.For more information, see this downloadable example: EmbeddedWindow.zip |
-single-instance (Linux and Windows only) |
Run only one instance of the application at the time. If another instance is already running then launching the application again with -single-instance focuses the existing one. |
-window-mode (Windows only) |
Override fullscreen windowed mode. Accepted values are exclusive or borderless . For more information, see Player settingsSettings that let you set various player-specific options for the final game built by Unity. More infoSee in Glossary. |
-systemallocator |
Forces the platform to use the system allocator. This can be useful if you want to use tools like address sanitizers to debug memory issues. You should only use this option for debugging purposes. |