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.cspublic static class NebulaMeshDeveloper 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();