Server
Environment variables
- There is no
EUCA_URL. Clients take a base URL directly — the CLI via--server(defaulthttp://localhost:3917), HTTP clients via their own config. - Asset-generation keys — the asset pipeline reads provider API keys
from the environment (
TRIPO_API_KEY,MESHY_API_KEY, …). None ship by default; an.env.exampledocuments the shape. ANTHROPIC_API_KEY— used only by the benchmark crate’s optional LLM grading, not the engine.
Rendering options
Rendering features like MetalFX are runtime renderer options (renderer.enable_metalfx(true)),
not compile-time feature flags — there’s no server-level flag to toggle them. See
Engine internals for which render features are on by default vs. opt-in.
What the headless host registers
The headless host (euca-studio --headless) boots the engine-level resources and runs the selected
project’s full game logic (game.step) each tick — the same per-tick behavior as the windowed host,
just with no window or GPU. What it does not provide is anything that needs hardware or a host-supplied
resource: there is no GPU/camera, no audio device, and it doesn’t register a
TemplateRegistry/PrefabRegistry, an input ActionMap, or a Lua ScriptEngine unless the project’s game
does. So those endpoints no-op, error, or require a render host (see
Troubleshooting). Register the resources you need in your project’s game or
on your own host build.
Hosting & deployment
Running a server, auth posture, and platform support.