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Getting Started
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Getting Started

Prior Knowledge
This article assumes you have prior knowledge of the following topics. Please read them before proceeding:

This is the very first introductory article for giving you a quick look on the basics of working with UNIGINE 2. After going through this guide, you will know how to:

  • Create a project
  • Create a new world
  • Place an animated 3D object to the world
  • Assign materials to the 3D object

Notice
All assets used in the tutorial are available in the Tutorials Content add-on.

Step 1. Create a Project

After downloading and installing Unigine SDK, launch the SDK browser.

Before starting please ensure that you have an SDK installed. Once you have the required version of the SDK, you can create a new project as follows:

  1. Open the Projects tab in the SDK browser.

  2. Click Create New. The new project creation window will be opened.
  3. Define the name of the project, choose a path to store project files and specify the SDK to be used.

  4. Specify the required application and general settings.
  5. Click Create New Project. The project will appear in the projects list.

Step 2. Download Assets

To get access to all assets required for accomplishing this tutorial (a 3D model and required textures), in the SDK Browser, go to the Add-Ons tab, find the Tutorials Content 1.0 add-on and click Install. The folder with assets will be added into the addons folder of the SDK Browser.

Step 3. Import 3D Model

  1. On the Projects tab of the SDK Browser, click Edit Content under the project name.

    The project with the default world and UnigineEditor will be opened:

  2. On the Menu bar, choose Import -> FBX File.

  3. In the file dialog window, go to the <SDK Browser>/addons/tutorials_addon_1.0/getting_started folder, select the marine.fbx file and click Ok.

  4. In the Autodesk FBX Import window that opens, uncheck Import joints and click Ok.

  5. In the file dialog window that opens, go to the unigine_project/materials folder, choose unigine_project.mat file and click Ok. All the materials required for the imported model will be added to this library.

  6. Place the imported model in the world. The model will appear in gray.

  7. Open the Nodes window by pressing N to check the animation: in the nodes hierarchy list, select Marine1, pistol, rifle nodes (by holding Shift) and go to the MeshSkinned tab.
  8. Here, check Loop and press Play.

Step 4. Assign Materials

  1. Press Stop to stop the animation.
  2. Click the body of the model. Its wireframe will be highlighted.

  3. Press M to open the Materials window. As you can see, the marine_body material is already assigned to the model's body.

  4. Go to the Textures tab and click Load to specify the required textures:

    All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: marine_body_alb.png
    • Normal: marine_body_n.png
    • Metalness: marine_body_met.png
    • Microfiber: marine_body_f.png
    Notice
    The .meta files will be created in the uncompressed folder for each loaded texture.
  5. Go to the Parameters tab and change the following parameters of the material:
    • Albedo set to white
    • Microfiber set to 0.75
    The changed parameters are highlighted with green. The Albedo isn't highlighted as white is its default value.

    The final look will be the following:

  6. Select the bag. Its wireframe will be highlighted.

  7. Go to the Textures tab and click Load to specify the required textures. All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: marine_bags_alb.png
    • Normal: marine_bags_n.png
    • Metalness: marine_bags_met.png
    • Microfiber: marine_bags_f.png
  8. Go to the Parameters tab and change the following parameters of the material:
    • Albedo set to white
    • Microfiber set to 0.75
    The changed parameters are highlighted with green.

    The final look will be the following:

  9. Select eyes of the model and go to the States tab of the Materials window.

  10. Here, enable the Ambient emission option to activate the additional emission texture used for eyes.

  11. Go to the Textures tab and click Load to specify the required textures. All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: marine_eyes_alb.png
    • Emission: marine_eyes_e.png
  12. Go to the Parameters tab and change the following parameters of the material:
    • Albedo set to white
    • Emission Color set to 090909
    The changed parameters are highlighted with green.

    The final look will be the following:

  13. Select the face of the model.

  14. Go to the Textures tab of the Materials window and click Load to specify the required textures. All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: marine_head_alb.png
    • Normal: marine_head_n.png
  15. Go to the Parameters tab and change the following parameters of the material:
    • Albedo set to white
    The changed parameters are highlighted with green.

    The final look will be the following:

  16. Select the rifle, go to the Textures tab of the Materials window and click Load to specify the required textures. All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: rifle_alb.png
    • Normal: rifle_n.png
    • Metalness: rifle_met.png
  17. Go to the Parameters tab and change the Albedo parameter of the material to white. The result will be the following:

  18. Rotate around the model and find pistol attached on the right leg. Select it and perform the same steps as for the rifle: assign textures and change the Albedo parameter to white. All the required textures are available in the <SDK Browser>/addons/tutorials_addon_1.0/getting_started/uncompressed folder:
    • Albedo: pistol_alb.png
    • Normal: pistol_n.png

Last update: 2017-07-03
Build: ()