This page has been translated automatically.
UnigineEditor
Interface Overview
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Copying Assets From Other Projects

If you want to copy a single asset that does not require any other files (e.g. texture or rendering settings) from another project, you can do it in any of the ways listed here.

Composite assets (e.g. a material requiring a texture, or a node that requires several materials linked to plenty of textures) should be migrated from one project to another carefully. To simplify migration of such assets between the projects it is recommended to keep all linked assets (e.g. a node with all meshes, materials and textures it requires) in the same folder. In this case you can simply copy such folder from the data folder of the source project to the data folder of the destination project.

Notice
Do not modify or delete *.meta metafiles because they are necessary for keeping links and dependencies between assets.

As you open the destination project in the UnigineEditor, all assets from the new folder will be imported automatically with all links and dependencies preserved and you'll be able to use them.

Last update: 2019-12-25
Build: ()