physics ConVars

Every variable and command in the physics namespace that a Rust dedicated server lists, 21 in all, with the help text it printed and the value we read. How to set them is on the ConVar overview.

Recorded on Rust build 25582902, . Values are what that server returned, which is not always the default.

21 entries

Variables 17

ConVarValueDescription
physics.allowhorsetempragdollTrue(Generated) When enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions
physics.allowplayertempragdollTrue(Generated) When enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing
physics.autosynctransformsTrue(Generated) When enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
physics.batchsynctransformsTrue(Generated) When enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
physics.bouncethreshold2(Generated) Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts
physics.droppedmode2The collision detection mode that dropped items and corpses should use
physics.gravity1Gravity multiplier
physics.groundwatchdebugFalse(Generated) When enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world
physics.groundwatchdelay0.1(Generated) Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead
physics.groundwatchfails1(Generated) Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry
physics.sendeffectsTrueSend effects to clients when physics objects collide
physics.serverragdollmode3The collision detection mode that server-side ragdolls should use
physics.serversideragdollsFalseDo ragdoll physics calculations on the server, or use the old client-side system
physics.sleepthreshold0.01(Generated) Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage
physics.solveriterationcount3The default solver iteration count permitted for any rigid bodies (default 7). Must be positive
physics.towingmaxlinearaccelfromjoint40(Generated) Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing
physics.treecollisionTrueDo players and vehicles collide with trees?

Commands 4

CommandDescription
physics.getbounds(Generated) Prints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
physics.print_colliders_per_cell(Generated) Prints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
physics.print_colliders_per_prefab(Generated) Prints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation
physics.setbounds(center vec3) (extents vec3)

Back to the list of all namespaces.

Skip the manual work: install the Panelra agent

Wipes, updates, restarts, plugins and crash alerts for your Rust servers, from one dashboard. One install command on your Linux host, no inbound ports for the agent.

Free during the open beta. Pricing will be announced before the beta ends.