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
Core Library
Containers
Engine Classes
Node-Related Classes
Rendering-Related Classes
Physics-Related Classes
Bounds-Related Classes
GUI-Related Classes
Controls-Related Classes
Pathfinding-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。

Node Dummy

A dummy node is a zero-sized node that has no visual representation. It is used to organize the other nodes into a hierarchy. Usually the dummy node serves as a parent node for a group of nodes of the same type. The dummy node, though invisible, has the same common options as other nodes: it can be transformed (moved, rotated or scaled) and have a property assigned.

Notice
The dummy node differs from the dummy object: you cannot assign physical properties to the dummy node.

See also

  • A NodeDummy class to edit dummy nodes via UnigineScript

Creating a Dummy Node

To create a dummy node via UnigineEditor, click Create -> Node -> Dummy on the Menu bar and then place the dummy node somewhere in the world.

Place a Dummy Node

Notice
The dummy node is created automatically when grouping the nodes by pressing Ctrl+G (or by clicking Edit -> Group selected on the Menu bar).

Organizing Nodes Hierarchy

To organize nodes in a hierarchy, in the Nodes panel, hold Alt and drag necessary nodes into the dummy node in order to make them the child nodes.

Decals Grouped Under the Dummy Node
Last update: 2017-07-03
Build: ()