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docs(guides): trim round 2 — each page sheds one prose category, no fact rows, headings or commands touched
The category sacrificed, per page (RFC 'screenshots over prose' / phase-2 handoff item 3):
- client-settings.md (4368→3144 words): the why-rationale narrative around each setting; every
  default, number, availability list, env var and link stays.
- virtual-displays.md (3724→3015): status/history notes (the 'What's live today' tracker
  paragraph, 'Windows has always lingered 10 s') and design rationale; compositor-specific
  operational facts stay.
- plugins.mdx (2835→2418): narrative duplication — restart instructions stated twice, story
  asides the linked plugin repos carry.
- input.md (2499→2403) and wake-on-lan.md (2286→2186): rationale asides and historical notes
  ('the plugin used to fire a packet itself…'); these two are per-platform fact tables end to
  end, so only a light pass was honest.

15712→13166 words over the five biggest Guides (−16%). Zero heading changes (anchors stable),
docs-drift + docs-links green, docs-site build + lint green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 01:17:16 +02:00

358 lines
16 KiB
Plaintext

---
title: Plugins
description: First-party plugins — bring each of your game launchers into the library, sync a ROM collection or Playnite library, or hand a real USB device on the couch to the host — and how to install them.
---
Plugins extend the host through the **scripting runner** (see [Events & hooks](/docs/automation)). A
plugin runs alongside the host, reconciles titles into your [game library](/docs/game-library) as a
provider — so they appear in the grid on every client — and can add its own page to the
[web console](/docs/web-console).
**Your game library is built from plugins.** From v0.28.0 the host scans no launcher on its own;
install the one for each launcher you use.
| Plugin | Host | What it does |
|---|---|---|
| **Steam** | Linux, Windows | Your installed Steam titles and non-Steam shortcuts, with Steam's own art, plus a Big Picture tile. |
| **Lutris** | Linux | Your Lutris games, with art, and a tile that opens Lutris itself. |
| **Heroic** | Linux | Everything Heroic manages — Epic, GOG and Amazon — plus a tile that opens Heroic. |
| **Epic Games Store** | Windows | Your installed Epic titles, from the launcher's own manifests. |
| **GOG** | Windows | Your installed GOG games, launched directly — Galaxy is never involved. |
| **Playnite** | Windows | Mirrors your [Playnite](https://playnite.link) library — every store and emulator it manages — into the library, launched back through Playnite. |
| **ROM Manager** | Linux, Windows | Scans your ROM directories, matches each platform to an installed emulator, and syncs them into the library with box art. |
| **VirtualHere** | Linux, Windows | Hands a real USB device on the couch — wheel, HOTAS, pad — to the host while you play, and gives it back after. Needs [VirtualHere](https://www.virtualhere.com/), sold separately. |
## Installing from the console
Every plugin runs inside the **plugin runner**, a separate service. Installing a plugin while it's
off succeeds and starts nothing, so check it first:
1. Open the [web console](/docs/web-console) → **Plugins** → **Installed** and look at the **Plugin
runner** card. *Not installed*: install the runner package first (see
[Troubleshooting](#troubleshooting)). *Disabled*: press **Enable runner** — once per host.
*Stopped*: the runner is enabled but not up, and its log says why.
2. Go to **Browse**, pick a plugin from the catalog and confirm. The host installs it and restarts
the runner, and the plugin's own page appears in the console's nav.
**Sources** is the third tab: where catalogs come from.
### What "Verified" means
Every catalogued plugin pins **one exact version** and its package hash. **Verified** means somebody
at unom reviewed *that exact package* — not the project in general; a new release keeps offering the
reviewed version until the new one is reviewed too. Before anything is downloaded, the host
re-checks the pinned hash against the registry, so a package quietly republished under the same
version number is refused.
A catalog can also **revoke** a version: the console shows the advisory and won't install it — a
red-ringed panel on **Browse**, a warning on **Installed** if you already have it. It never removes
running code for you.
The three badges:
| Badge | Where it came from |
|---|---|
| **Verified** | The built-in catalog. unom reviewed this exact package. |
| **External source**, *from &lt;source&gt;* | A catalog **you** added. Still pinned and hash-checked, but curated by somebody else — unom has not looked at the code. Amber, not the red **Unverified** below. |
| **Unverified** | Installed by hand from a package spec. Nobody reviewed it and nothing pins it; the console asks you to type the name to confirm, and the mark stays for as long as it is installed. |
### Adding another catalog
**Sources** → *Add a catalog source*: a name and the URL of its index. Optionally paste the source's
`ed25519:…` public key — with a key set, the host refuses any index from that source that isn't
correctly signed. Adding a source is a one-time trust decision: its plugins become installable,
always attributed to it, never carrying **Verified**.
To publish a plugin to the built-in catalog, open a pull request against
[`punktfunk-plugin-index`](https://git.unom.io/unom/punktfunk-plugin-index) — its README covers the
format and what review looks for.
## Installing from the CLI
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
```sh
punktfunk-host plugins add playnite # or: rom-manager
punktfunk-host plugins enable # turn the runner on (once)
```
On **SteamOS** the [host installer](/docs/steamos-host) ships the runner automatically (user-scoped
under `~/.local`). If the console reports the runner isn't installed on an older setup, re-run
`scripts/steamdeck/update.sh` once.
</Tab>
<Tab value="Windows">
Run these from an **elevated** PowerShell — the plugins directory lives under
`%ProgramData%\punktfunk`, which is admin-owned. The runner task itself runs as the low-privilege
`NT AUTHORITY\LocalService` account; `plugins enable` sets that up (including read access to the
runner's scoped API token).
```powershell
punktfunk-host plugins add playnite # or: rom-manager
punktfunk-host plugins enable # turn the runner on (once)
```
If `punktfunk-host` isn't found, open a **new** terminal, or use the full path:
`& "$env:ProgramFiles\punktfunk\punktfunk-host.exe" plugins add playnite`.
</Tab>
</Tabs>
The plugin's page then appears in the [web console](/docs/web-console)'s nav automatically.
The runner is **on by default** on a new install (a host that predates this stays however you left
it — `punktfunk-host plugins enable`, once). The runner discovers plugins when it starts, so one
installed later needs a runner restart — `systemctl --user restart punktfunk-scripting` on Linux,
`Restart` the `PunktfunkScripting` task on Windows; the console does that restart for you as part
of installing.
Don't want it? `systemctl --user mask punktfunk-scripting` on Linux, or disable the
`PunktfunkScripting` scheduled task on Windows. The host keeps streaming; you lose plugin-provided
game sources and automation.
A plugin installed from the CLI shows in the console as **Installed via CLI** — the console knows
what is installed, not who vouched for it. Install the same plugin from **Browse** and it carries
its catalog badge instead.
### The rest of the commands
| Command | What it does |
|---|---|
| `punktfunk-host plugins add <name…>` | Install one or more plugins. |
| `punktfunk-host plugins remove <name…>` | Uninstall. |
| `punktfunk-host plugins list` | List what's installed, with versions. |
| `punktfunk-host plugins enable` | Enable + start the runner. |
| `punktfunk-host plugins disable` | Stop + disable the runner. |
| `punktfunk-host plugins status` | Is the runner enabled and running? |
A bare name resolves to the first-party package — `playnite` installs `@punktfunk/plugin-playnite`,
always from Punktfunk's own package registry. Any other name (`punktfunk-plugin-*`, a foreign
`@scope/pkg`) would install from the **public npm registry** and is refused unless you add
`--allow-public-registry` — a guard against typos and look-alike packages.
> Plugins are operator-installed code with operator privileges — they can launch games and run
> commands. Install only plugins you trust, from a registry you control.
## Updating and removing a plugin
**Update.** The **Installed** tab grows an **Update to &lt;version&gt;** button whenever the catalog
pins a newer version; it installs through the same confirmation and restarts the runner for you.
There is no `plugins update` command — from a terminal, re-run `punktfunk-host plugins add <name>`,
which installs the newest version the *registry* has (not the catalog pin) and does **not** restart
the runner: restart it yourself so the new code is picked up.
**Remove.** The **Uninstall** (bin) button removes the package *and* restarts the runner.
`punktfunk-host plugins remove <name>` removes the package only — restart the runner yourself to
stop a plugin still running.
Uninstalling removes the package only; a plugin's own config and cache stay —
`~/.config/punktfunk/plugin-state/<plugin>/` on Linux,
`%ProgramData%\punktfunk\plugin-state\<plugin>\` on Windows — so re-installing later picks your
settings back up.
To stop *every* plugin without uninstalling anything: **Disable runner** on the Installed tab, or
`punktfunk-host plugins disable`.
## ROM Manager
`@punktfunk/plugin-rom-manager` — point it at your ROM directories and it scans them, matches each
platform to an installed emulator, fetches box art (SteamGridDB, or the keyless libretro
thumbnails), and reconciles the result into your library as the `rom-manager` provider. ~25
built-in platforms (NES through Switch, PS1/2/PSP, Dreamcast, and more), per-game overrides, and a
console page to configure it all.
```sh
punktfunk-host plugins add rom-manager
```
Then add a root or two — from the console's **ROM Manager** page, or in the config file:
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
`~/.config/punktfunk/plugin-state/rom-manager/config.json`:
```jsonc
{
"roots": [
{ "dir": "/mnt/roms/snes", "platform": "snes" },
{ "dir": "/mnt/roms/ps1", "platform": "ps1", "excludes": ["*.sav"] }
],
"art": { "provider": "auto", "steamGridDbKey": "" }
}
```
</Tab>
<Tab value="Windows">
`%ProgramData%\punktfunk\plugin-state\rom-manager\config.json`:
```jsonc
{
"roots": [
{ "dir": "D:\\roms\\snes", "platform": "snes" },
{ "dir": "D:\\roms\\ps1", "platform": "ps1", "excludes": ["*.sav"] }
],
"art": { "provider": "auto", "steamGridDbKey": "" }
}
```
</Tab>
</Tabs>
`plugin-state` is where a plugin reads and writes its own files — on Windows it is the one
directory `plugins enable` grants the low-privilege runner write access to; a config file placed
anywhere else under `%ProgramData%\punktfunk` is not read.
Full options and the platform/emulator list:
[the plugin's repo](https://git.unom.io/unom/punktfunk-plugin-rom-manager).
## Playnite
`@punktfunk/plugin-playnite` — mirrors your **[Playnite](https://playnite.link)** library (every
store and emulator Playnite manages) into your library. Launching a title hands it back to
Playnite, so there are no per-store launch commands to maintain; covers are served by the host.
Playnite keeps its library locked while running, so there are **two parts**, both on the **Windows
host**:
1. **The plugin** — from an elevated PowerShell:
```powershell
punktfunk-host plugins add playnite
punktfunk-host plugins enable
```
2. **The Punktfunk Sync extension** (in Playnite) — download `punktfunk-sync.pext` from the
[plugin's builds](https://git.unom.io/unom/punktfunk-plugin-playnite/actions), **double-click**
to install it like any add-on, restart Playnite once.
The console's **Playnite** page shows "Exporter connected", and your games sync within seconds of
any library change. Filters (installed-only, per-store, hidden) live on that page or in
`%ProgramData%\punktfunk\plugin-state\playnite\config.json`. Details:
[the plugin's repo](https://git.unom.io/unom/punktfunk-plugin-playnite).
## VirtualHere (USB passthrough)
`@punktfunk/plugin-virtualhere` — hands a **physical USB device** on your couch machine to the
host while you play, and gives it back afterwards. The game sees the real device — the answer for a
racing wheel, HOTAS, pedals or arcade stick.
<Callout type="warn">
This plugin drives [VirtualHere](https://www.virtualhere.com/), a commercial USB-over-IP product
**sold separately** by VirtualHere Pty. Ltd. Nothing from VirtualHere is bundled or downloaded by
Punktfunk — you install and license it yourself. The plugin is not affiliated with or endorsed by
VirtualHere.
</Callout>
You need both halves of VirtualHere running first:
- **The USB Server on the couch**, sharing the device. Free for one device; beyond that, and to run
the client as a service, VirtualHere requires a purchased licence.
- **The USB Client on the host**, ideally installed as a service so it survives logging out.
Servers exist for Windows, Linux, macOS and Android couches. **There is no VirtualHere server for
iOS or tvOS.**
```sh
punktfunk-host plugins add virtualhere
punktfunk-host plugins enable
```
The console's **VirtualHere** page → **Devices** lists whatever the couch is sharing; pick one and
it writes a rule matching the device *by name*, which survives reboots and port changes. By default
the device is handed over when video starts and returned when it stops; you can widen that to the
whole session, or to the entire time a client is connected.
If nothing happens, the **Diagnostics** tab walks the two-sided setup and names the part to fix —
the same checks as `punktfunk-plugin-virtualhere doctor`, the useful thing to paste into a support
thread. Full configuration:
[the plugin's repo](https://git.unom.io/unom/punktfunk-plugin-virtualhere).
## Troubleshooting
**`punktfunk-host: command not found`** — on Windows, open a new terminal so it picks up the
installer's `PATH` change, or call the exe by full path. On Linux the host package installs it to
`/usr/bin/punktfunk-host`.
**"the plugin runner isn't installed"** — the runner ships as its own package. Ubuntu:
`sudo apt install punktfunk-scripting`. Fedora: `sudo dnf install punktfunk-scripting` from the
[same RPM repo as the host](/docs/fedora). Arch: `sudo pacman -Syu punktfunk-scripting` (a full
`-Syu`). SteamOS: re-run `scripts/steamdeck/install.sh` (or `update.sh`). NixOS: comes with
`services.punktfunk.scripting.enable` (on by default whenever the host is). Windows: re-run the
installer and keep the scripting component.
If the runner *is* installed and the host still says it isn't, the host could not find the
`punktfunk-scripting` executable — it looks beside its own binary, then on `PATH`, then in the
packaged `/usr` and `~/.local` layouts. Point `PUNKTFUNK_SCRIPTING` at it (see
[Configuration](/docs/configuration)). The console installs plugins from inside the host *service*,
whose `PATH` is much shorter than your shell's — a runner that `plugins add` finds and the console
doesn't is that difference, and the env var is the fix.
**Where a plugin's log output goes** — the console's **Logs** page, under the **Plugins** filter.
Plugin lines sit next to the host's, on one timeline, tagged `plugin:<name>` (`plugin:runner` for
the supervisor). An empty Plugins view almost always means the runner isn't running — check with
`punktfunk-host plugins status`.
<Callout>
Nothing is lost if the host is down: the runner keeps buffering and sends the backlog when the host
comes back, and says so in the log if the buffer overflowed.
</Callout>
**Reading the runner's log directly** — the ground truth if the runner can't reach the host at all:
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
```sh
journalctl --user -u punktfunk-scripting -f
```
</Tab>
<Tab value="Windows">
The runner task writes to `%ProgramData%\punktfunk\plugin-state\runner.log` (previous run:
`runner.log.1`) — everything the runner and its plugins printed lands here even when they can't
reach the host.
```powershell
Get-Content "$env:ProgramData\punktfunk\plugin-state\runner.log" -Tail 100
```
If the file doesn't exist, the task started before `punktfunk-host plugins enable` ever ran (which
is what makes `plugin-state` writable for `LocalService`) — run it from an elevated prompt. To
watch a start live, run the runner in the foreground (<kbd>Ctrl</kbd>+<kbd>C</kbd> stops it):
```powershell
& "$env:ProgramFiles\punktfunk\bun\bun.exe" "$env:ProgramFiles\punktfunk\scripting\runner-cli.js"
```
</Tab>
</Tabs>
**A plugin can't reach a service running on the same box (Linux)** — plugins that drive a local
daemon usually talk to it over a socket or FIFO in `/tmp`. The runner's unit shipped with
`PrivateTmp=yes` in earlier releases, hiding the real `/tmp`: the plugin launches the vendor's
binary and times out reaching the daemon, while the same command works in your shell. On an older
host, or with a drop-in that reinstates it:
```sh
systemctl --user edit punktfunk-scripting
```
```ini
[Service]
PrivateTmp=no
ReadWritePaths=/tmp
```
## Writing your own
A plugin is a TypeScript module built on **`@punktfunk/plugin-kit`** (`definePluginKit`), supervised
by the runner. The kit owns lifecycle, config and state, the library sync engine, and serving the
plugin's console page; `@punktfunk/host` (`definePlugin`) is the lower-level host client underneath
it. Start from the
[plugin-kit README](https://git.unom.io/unom/punktfunk/src/branch/main/plugin-kit) and
[ROM Manager](https://git.unom.io/unom/punktfunk-plugin-rom-manager), the reference implementation.