This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
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。

Transformation and Common Parameters

Transformation and common parameters are available on the Node tab of the Parameters window. These parameters are common for all types of nodes and always available for editing.

Transformation and Common Parameters

Transformation Parameters

Position Specifies the position coordinates for the node.
Rotation Specifies the rotation coordinates for the node.
Scale Specifies the scale factor for X, Y and Z axes.

The parameters can be set to default values by clicking right to the fields with values.

Common Parameters

Collider Object Defines the node as a collider object, which means it is moved to a separate spatial tree for collision detection, optimising node management. The option should be enabled for all physically simulated objects. If a node doesn't participate in physics interactions, disable the option. The collision option can also be toggled on and off on a per-surface basis. More on enabling/disabling collision detection.
Culled by Clutter Tree Defines the node as a clutter object, which means it is moved in a separate spatial tree for clutter objects optimising node management.
Visibility by Sectors/Portals Indicates if the WorldSector and WorldPortal are used to determine the visibility of the node. If unchecked, the node is always visible. The option should be used for indoor environments.
Culled by Occlusion Query Enables occlusion query for the objects. The objects are tested whether their bounding boxes are seen. It allows reducing the number of rendered triangles, which is beneficial by using heavy shaders. This option provides the substantial performance gain when enabled for water or meshes with reflections.
Notice
Enable this option only for a few nodes that use heavy shaders; otherwise, the performance will decrease instead of increasing.
Culling will be performed if the hardware occlusion query test is enabled for the scene (the Rendering -> Features -> Additional Hardware Occlusion Culling flag is set).
Updated last Indicates that the node will be updated last. The option can be used to update some objects after others. For example, you can set the option for PlayerPersecutor attached to a node, to update it after updating the node to avoid camera jittering.
Last update: 2018-04-26
Build: ()