This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client 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。

Streaming

This section contains settings related to resource streaming.

Streaming settings

Streaming Settings
Render Budget Render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time. Budget value is measured seconds.

Create at World Loading

Shaders Enables compilation of all shaders used in the loaded world on start-up.
Notice
This option compiles and loads all shaders to RAM every time the world is loaded, which results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible. In this case necessary shaders are loaded from cache to RAM on demand.
Meshes Enables loading all meshes used in the loaded world on start-up. This option insures against any lags on mesh loading at run time, but increases world loading time.
Notice
This option doesn't force loading of meshes of ObjectMeshStatic, ObjectMeshClutter and ObjectMeshCluster.
Textures Enables loading all textures used in the loaded world on start-up. This option insures against any lags on textures loading at run-time, but increases world loading time.

Memory Options

Meshes Memory Cache memory limits for meshes, in percentage of the total GPU memory.
Textures Memory Cache memory limits for textures, in percents of the total GPU memory.

Resources

Resource Check Time interval between the subsequent resource checks, in milliseconds.
Resource Update Time interval between the subsequent resource updates, in milliseconds.
Last update: 2018-06-04
Build: ()