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Euca’s server is deliberately simple to run. This page lists the operational knobs, grounded in code.

Server

Environment variables

  • There is no EUCA_URL. Clients take a base URL directly — the CLI via --server (default http://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.example documents 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.