This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility 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。

API Migration

Major Changes

  • Added a new Sounds class containing methods for handling the sound output source.
  • Dynamic flag has been renamed Unique in ObjectGuiMesh, ObjectMeshCluster, ObjectMeshClutter, ObjectMeshSkinned, ObjectMeshStatic, BodyPath, WorldTransformPath interfaces.
  • Added new public constructors for all node-related C# classes allowing to create objects by means of the new operator. The old create() method is now deprecated. For example, instead of creating the dummy object via
    Source code(C++)
    var o = ObjectDummy.create("dummy");
    you should use
    Source code(C++)
    var o = new ObjectDummy("dummy");

App Class

New Functions

LightEnvironmentProbe Class

ObjectDynamic Class

Render Class

RenderState Class

New Functions

UUSL Changes

  • Added line primitives as geometry shader input (the LINE_IN definition).
  • Added the use_taa state activating the individual TAA pass for outcome texture.
Last update: 2017-07-03
Build: ()