UnigineScript Cache Files
UnigineScript can be pre-compiled into cache file in order to achieve faster initialization and for distributing final builds without revealing full script sources.
Cache File Creation
The cache file for system and editor scripts is generated automatically (or re-generated, if checksum of the source files doesn't match the one stored in the cache) every time you start the engine. To generate the world script cache file, you need to pass the cache file name as the second argument to world_load command as follows:
Unigine~# world_load world_name cache_name
After the world script cache file is created, you can delete the source code from the build and still load your world by using the world_load command with the cache file name as the second argument.
Notice that you can cache only the source code written in UnigineScript (your *.cpp files). To protect assets, use the Archiver tool to pack them into ZIP or UNG.
How to Use Cache Files
The engine looks for the world, system and editor cache files inside the data directory first. After that they are looked for according to the cache_name variable, where cache_name is the path to the cache file stored outside the data directory.
System and Editor Cache Files
To override default cache file names for the system and editor scripts, you can use system_cache and editor_cache console variables. They can be stored in the engine configuration file. For example:
Unigine~# system_cache my_system_cache
Unigine~# system_cache
system script cache name
system_cache = "my_system_cache"
World Cache File
To use the world script cache file, simply pass its name (or the path to the file, if it is stored outside the data directory) to world_load command as the second argument. The world_reload console command can receive the cache file name as an argument as well:
Unigine~# world_reload cache_name