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
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine 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
IG Plugin
CIGIConnector Plugin
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。

Project Files

When you create a new UNIGINE project, you are creating a folder with the same name as your project. This folder includes the following:

Basic structure of the root folder of a UNIGINE project.

.thumbnails/ This folder contains asset thumbnails for the Asset Browser. Thumbnails are generated automatically by the Editor as you import new assets.

data/ This folder contains all assets that are used in your project in both native and non-native formats. It is the folder where all work with the project content is performed.

bin/ This folder contains all necessary binary executable files and libraries of the UNIGINE Engine, Editor and plugins as well as binary executable files of your project.

data/.cache_textures/ This folder contains texture cache files — minimized copies generated for all texture runtimes and used by the engine's data streaming system. These files are generated by the Engine on the fly. So, you shouldn't put the content of your project here.

data/.runtimes This folder contains files in UNIGINE native formats used by the Engine at run time (such as compressed .dds textures, .mesh geometry, .anim animations, etc.). These files are generated by the UnigineEditor for all assets which are not in the UNIGINE's native format (e.g. .fbx, .obj, .hdr, etc.). So, you shouldn't put the content of your project here.

source/ This folder stores the source files of your application logic depending on the selected API. These files can be edited in an IDE or any text editor. When changing these files it is required to rebuild the application or its parts.
Notice
This folder will not be created for projects using UnigineScript API only.

*.project Project file. It includes all necessary metadata and settings for your UNIGINE project accessible from the SDK Browser.

launch_debug Launcher for the debug version of your UNIGINE project (.bat or .sh file).
launch_editor Launcher for your UNIGINE project with the UnigineEditor loaded (.bat or .sh file).
launch_release Launcher for the release version of your UNIGINE project (.bat or .sh file).

Notice
By default, the final project build includes all files available in the project folder. For the proper functioning, the engine requires only runtime files, such as *.dds, *.mesh, *.anim, *.node, etc. Therefore, all imported assets (these are usually *.fbx files and source textures) can be deleted.
However, note that for some files the asset is a runtime (*.mat, *.prop, *.mesh). These files shall not be deleted.
The source/, bin/ folders, the *.project file and launchers are excluded from the final build by default.

See Also

  • The Version Control article to learn which files and folders of your project should be added to version control.
Last update: 2020-07-31
Build: ()