This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Loading and Splash Screens

The UNIGINE Initialization includes 3 types of screens shown at different steps:

See Also#

Boot Screen#

The default boot screens of UNIGINE SDK editions.

The Boot screen comes first early in the Engine initialization. It goes through several initialization steps, showing the loading progress.

Notice
Fonts, textures, or any other resources used in the boot screen cannot be packed into an UNG archive.

The boot screen offers you a lot of flexibility in customization by editing the screen section of the default.boot configuration file:

Source code (XML)
<boot version="2.12" autosave="0">
	<!-- ... -->
	<screen>
		<width>570</width>
		<height>400</height>
		<background_color>0, 0, 0, 0</background_color>
		<transform>0.5, 0.33, 0.5, 0.5</transform>
		<threshold>16</threshold>
		<texture>textures/boot_screen.png</texture>
		<font>fonts/boot_screen_font.ttf</font>
		<text>
			<![CDATA[
				<p align="center">
					<font color="#606060" size="16">
						<xy y="%100" dy="-20"/>UNIGINE_COPYRIGHT
					</font>
				</p>
			]]>
		</text>
		<messages>
			<engine_init>Custom message for engine initialization.</engine_init>
			<file_system_init>Custom message for file system initialization.</file_system_init>
			<materials_init>Custom message for materials initialization.</materials_init>
			<properties_init>Custom message for properties initialization.</properties_init>
			<plugins_init>Custom message for plugins initialization.</plugins_init>
			<shaders_compilation>Custom message for shaders compilation.</shaders_compilation>
		</messages>
	</screen>
</boot>

The following parameters are available:

width Width of the boot screen window, in pixels.
height Height of the boot screen window, in pixels.
background_color Background color defined by a vector of four numbers in the [0; 1] range.
texture Path to the boot screen texture.
transform Transformation of the boot screen texture defined by a vector of four numbers in the [0; 1] range:
  1. Texture size multiplier.
  2. Window size multiplier.
  3. Horizontal position in the [0.0, 1.0] range.
  4. Vertical position in the [0.0, 1.0] range.
threshold Threshold for blending based on the alpha-channel.
font Path to the font for text rendering.
text Text of the boot screen. Can be either a plain or rich text. A number of aliases is provided:
  • UNIGINE_COPYRIGHT — the UNIGINE copyright text.
  • UNIGINE_VERSION — the current UNIGINE version.
  • LOADING_PROGRESS — the loading progress going from 0 to 100.
Notice
Rich text should be enclosed in <![CDATA[]]> section.
messages Custom names for the corresponding initialization stages. Can be either a plain or rich text, for example:
Source code (XML)
<engine_init>
	<![CDATA[
		<p>
			<font color="#c0c6cb" size="18">
				<xy x="130" y="414"/>Initializing Engine...
			</font>
		</p>
	]]>
</engine_init>
  • engine_init — engine initialization.
  • file_system_init — file system initialization.
  • materials_init — materials initialization.
  • properties_init — properties initialization.
  • plugins_init — engine plugins initialization.
  • shaders_compilation — shaders compilation.
Notice
Please note that if the application window is out of focus the further executon will stop, unless the background_update feature in the default.boot configuration file is enabled to engage the engine execute always regardless of whether the application window is focused or in the background.

Splash Screen#

The splash screen.

The Splash screen demonstrates UNIGINE logo animation. It is enabled only in Release engine binaries and omitted for Debug and Development binaries to make the development process more solid.

Notice
The Splash screen can be skipped in Community Pro, Engineering and Sim SDK editions. To do that, simply set the splash_screen parameter of the default.boot configuration file to 0.

Loading Screen#

The Loading screen.

Loading screens serve for other purposes, such as world loading, shaders compilation or custom loading logic. The look of loading screens is controlled by the LoadingScreen class.

Last update: 2022-09-26
Build: ()