This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
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
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
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

Art Assets Conversion

UNIGINE provides automatic conversion of art assets via UnigineEditor: when you import a file of a type supported by the UNIGINE asset system, all required files in the native formats are generated.

To learn more on automatic assets conversion, read the Asset Types and Assets and Runtime Files articles.

Notice
We recommend you to use automatic conversion, as it is the simplest way to get assets in native formats.

UNIGINE Import System that allows importing art assets of external formats offers importing assets of the .fbx, .obj, .dae and .3ds formats out-of-the-box. The Import System is customizable: you implement a custom import plugin that imports art assets in specific formats (not supported by UNIGINE out-of-the-box). So, automatic conversion isn't limited only to the supported formats.

Last update: 2019-07-18
Build: ()