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.
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.
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.
Drops the editor window but keeps rendering the view.
-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.
SaturaLog tag logs and what your handles return, and the multiplayer grid needs one of the other two modes.Set the mode at launch and change it later: Normal to find the bug, NoGraphics to grind it, Normal to watch the fix.
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.
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.
Hidden, streamingFull fidelity into the app, with input and audio.
No windowRendering kept, desktop window dropped.
5,000+ ticks/sec-batchmode -nographics. Single-player only.
One click awayReveal shows the real window of the same running instance.
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.
Up to four instances in Normal and Headless Graphics. NoGraphics is single-player only.
Stream the game while you watch it. Drop the pixels when you don't.