Headless Unity

Don't render what nobody's watching.

Tests and long grinds don't need pixels. Three modes run the editor from a hidden window streaming at full fidelity down to no rendering at all.

Frames nobody looks at still cost you

A 200-second test run spends nearly all its time drawing frames nobody watches, and so does a balance sim. Here that cost is a per-session choice.

Three modes

Normal

The editor's window is hidden and the game streams into the app with mouse, keyboard and audio. It's the default, and the editor is one click from being revealed.

Headless Graphics

Drops the editor window but keeps rendering the view.

Headless NoGraphics

-batchmode -nographics turns off the window, rendering and GPU work. Update() ticks past 5,000 times a second instead of sixty, and a test run that takes minutes finishes in seconds.

The trade: nothing to look at. You read results from the Unity console, SaturaLog tag logs and what your handles return, and the multiplayer grid needs one of the other two modes.

Switching mid-session

Set the mode at launch and change it later: Normal to find the bug, NoGraphics to grind it, Normal to watch the fix.

Starting, stopping and the stream

Boots show progress and startup compile errors in the app. Stop quits Unity gracefully and stays stopped across restarts, and modals on a hidden editor can be answered from the app.

The stream runs at 5 to 120 fps, at auto or an exact resolution. Pause and frame step drive every player.

The platform detail

On macOS the app injects winhook.dylib and passes -noMainWindow. On Windows that flag leaves no GameView and crashes the render thread, so clones run as GUI editors with windows hidden by unityhook.dll.

The specifics.

Normal

Hidden, streamingFull fidelity into the app, with input and audio.

Headless Graphics

No windowRendering kept, desktop window dropped.

Headless NoGraphics

5,000+ ticks/sec-batchmode -nographics. Single-player only.

Editor access

One click awayReveal shows the real window of the same running instance.

Straight answers

Headless questions.

What are the three Unity modes?

Normal hides the editor and streams the game. Headless Graphics drops the window but keeps rendering. Headless NoGraphics drops rendering, so Update() can tick past 5,000 times a second.

Does multiplayer work in every mode?

Up to four instances in Normal and Headless Graphics. NoGraphics is single-player only.

Related

Spend the GPU when it matters.

Stream the game while you watch it. Drop the pixels when you don't.

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