launch_start
Launch a real runtime instance of the current PlayCanvas scene to execute scripts, physics, animation, and input. Returns a session ready for runtime capture and logging.
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, engineVersion, device, deviceType, sessionId } 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). engineVersion is the exact version the app launched with (null when adopting an app of unknown origin), device is the requested override, deviceType is the backend the runtime actually created (webgpu/webgl2/webgl1), and sessionId changes on every launch so you can tell a fresh launch from a re-used one. 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 | Engine channel (current | previous | releaseCandidate) or an exact available version; omit to use the Editor's own selection (the Launch button "Use Release Candidate" option, else the session engine-version setting). list_engine_versions reports both. |