Version: Unity 6.1 Alpha (6000.1)
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Unity Editor command line arguments
Batch mode and built-in coroutine compatibility

Unity Standalone Player command line arguments

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.

Note: To use the information on this page, you need to know how to use your operating system’s command-line interface to launch applications and run command-line arguments.

When launching Unity Player applications, the delimiter for a command-line argument value is a single space. For example, to set the window mode to borderless, use -window-mode borderless.

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
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at startup.
-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-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 (Windows only) Force the application to use Direct3D 11 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-d3d12 (Windows only) Force the application to use Direct3D 12 for rendering.
-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-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-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-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-vulkan Force the application to use Vulkan for rendering.
-force-wayland (Linux only) Activate experimental Wayland support when running a Linux player.
-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.
-log-memory-performance-stats Adds a detailed memory report to the Player log file when closing the Player.
-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
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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.
-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.
-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
-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-quality Override the default screen quality. Example usage would be: /path/to/myGame -screen-quality Beautiful. The supported options match the Quality Settings names.
-screen-width Override the default screen width. This width value must be an integer from a supported resolution.
-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.
-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.
-timestamps Prefixes every Player logThe .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time. Log files can help diagnose problems. More info
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message with the current timestamp and thread ID.
-window-mode (Windows only) Override full screen windowed mode. Accepted values are exclusive or borderless. For more information, refer to Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info
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Unity Editor command line arguments
Batch mode and built-in coroutine compatibility