Nebula
Editor

NebulaMesh

Developer loop: launch a local mesh from the last build (the standalone orchestrator, which hosts the control plane and starts the gateway and N workers), then press Play in the Editor as a client.

generated from the sources
Static class in namespace Nebula.Editor · Packages/com.1by3.nebula/Editor/NebulaMesh.cs
public static class NebulaMesh

Developer loop: launch a local mesh from the last build (the standalone orchestrator, which hosts the control plane and starts the gateway and N workers), then press Play in the Editor as a client. The CLI (nebula start) does the same with more checks; these menu items are the in-Editor shortcut.

Methods

StartLocalMesh

[MenuItem("Nebula/Mesh/Start Local Mesh (orchestrator + gateway + workers)", priority = 40)]
public static void StartLocalMesh();

StopLocalMesh

[MenuItem("Nebula/Mesh/Stop Local Mesh", priority = 41)]
public static void StopLocalMesh();

ResetDevSaves

[MenuItem("Nebula/Dev Loop/Reset Dev Saves", priority = 45)]
public static void ResetDevSaves();

Delete the save file the Multiplayer Play Mode dev loop keeps (NebulaEditorPersistence.DevSaveFile), so the next Play starts from a fresh world. A mesh started with nebula start keeps its own data and is not touched.

OpenDashboard

[MenuItem("Nebula/Mesh/Open Nebula Dashboard (workers, containers, players)", priority = 43)]
public static void OpenDashboard();

LaunchClient

[MenuItem("Nebula/Mesh/Launch Extra Client Window", priority = 42)]
public static void LaunchClient();

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