launch_start
Starts a live PlayCanvas runtime of the current scene so scripts, physics, animation, and input run in the browser, enabling runtime capture and log tools.
Instructions
Start a real Launch runtime instance of the current scene (the editor's Launch button) so scripts, physics, animation and input actually run. Opens the launch page in a new browser window with debug logging on; the editor bridges it automatically. Returns { url, sceneId, ready, adopted } where ready=true means the runtime is usable by capture_runtime / read_runtime_logs, and adopted=true means it attached to an app that was already running instead of starting a new one (which happens only when no options are passed, so pass an option to force a fresh launch). This is the prerequisite for all runtime tools. If ready=false, the page may still be loading or popups were blocked; poll read_runtime_logs or retry. When NOT to use: to screenshot the editor (use capture_viewport); to change the scene (edit-time tools).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| debug | No | ||
| device | No | Graphics device to launch with (default: project setting) | |
| waitMs | No | How long to wait for the runtime to connect before returning (default 20000) | |
| bundles | No | ||
| profiler | No | ||
| miniStats | No | ||
| concatenate | No | ||
| engineVersion | No |