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You can upgrade content of your project to UNIGINE 2.15 in the automatic or manual mode.
If your project contains at least one file with a higher version, upgrade to this version will be skipped, as the migration script would consider that the project is already upgraded to that version. Let's review an example case:
- Your project is v. 2.11.
- It contains a v. 2.12 node.
- You plan to upgrade the project to 2.15.
When you start the upgrade process, the following will happen:
- Upgrading to v. 2.12 is skipped as you have one v. 2.12 node, and the script assumes the whole project is already using this version.
- Upgrading to v. 2.13 is successful.
- Upgrading to v. 2.14 is successful.
- Upgrading to v. 2.15 is successful.
Thus, for a correct migration, follow this recommendation: ensure that the project does not contain assets with a version higher than the project version.
Automatic upgrade of the project's content can be performed via UNIGINE SDK Browser.
As a result, the binary executable and configuration files, meshes, terrains, worlds, nodes, splines, materials, properties, tracks, settings files will be upgraded to new formats (if any). The <unigine_project>/migration.log.html log file will be opened in the web browser. However, you can uncheck Migrate Content during automatic upgrading and perform content upgrading manually. In this case, only binary executable files will be upgraded.
To upgrade the project's content in the manual mode, do the following:
- Put the binary executable <UnigineSDK>/bin/usc_x64.exe to the <UnigineSDK>/utils/upgrade folder that contains the upgrade script.
Use usc_x64.exe from the SDK version you are migrating to.
- In the command prompt, run the upgrade.usc with the required options:
If you have unchecked Migrate Content during automatic upgrading, add the path to the project's data folder to the list of arguments passed to the upgrade script. For example:
usc_x64.exe upgrade.usc path/to/additional_content_1 path/to/additional_content_2 ...Here:
usc_x64.exe upgrade.usc <unigine_project>/data path/to/additional_content_1 path/to/additional_content_2 ...
- path/to/additional_content_* - paths to folders with content stored outside the /data folder.
As a result, you will get your meshes, terrains, worlds, nodes, splines, materials, properties, tracks, configuration and settings files upgraded.
As soon as migration is completed, run the Editor to have the project assets "indexed".
Custom Base Materials Migration#
If you have custom-made base materials in your project, please read this passage carefully. Material texture declaration has changed with an argument renamed as follows: type -> source (this argument defines the type of the texture's source rather than the type of the texture itself).
Automatic migration in this case is not available. To migrate your custom base materials to 2.15 you should manually replace the type argument with source for every texture node in each custom base material file:
|UNIGINE 2.14.1||UNIGINE 2.15|
Object Water Global Migration#
Automatic migration doesn't update water. The Global Water object shall be created and customized manually from scratch. You can refer to the previously used settings in the Global Water node and material files — they are still available in the migrated project.
The updated water is not rendered limitlessly by default — if only a small part of water is rendered, check Visibility Distance for both water and camera.
Materials Manual Reparent from mesh_base to Graph#
Here we discuss how to migrate projects with materials inherited from the mesh_base to graph-based materials:
- You need to reparent a material from the mesh_base to a graph-based material. If the names of parameters in the new base graph material are the same as in the old mesh_base all the values will be set for them automatically. Here is the list of the most common parameters that were used in the default mesh_base material:
The parameters in your new base graph material must be named exactly like that (including the case) in order for reparent to work properly and keep parameter values.
- Noise 2D
- Noise 3D
- Planar Reflection
- For the manual reparent of materials inherited from mesh_base to materials inherited from a material graph use the reparent feature in the Materials window of UnigineEditor. To reparent select the material(s) inherited from the mesh_base in the hierarchy and drag it with the left mouse button pressed to the desired graph-based material. The alternative way to reparent materials is via the Ctrl+P hotkey (first selected materials wll be reparented to the last one selected before the hotkey was pressed).
After reparenting the old materials are deleted and the new ones are created in place of them. Now you can freely rename the parameters in the newly reparented graph materials.
If you want to make some metarial inherited from mesh_base into a unique graph material at the top level of hierarchy, you must reparent it to some graph base material and then in the context menu (available on the right mouse click) select Convert To Unique Graph.
Migration of Projects Based on IG Template#
The location of assets used in IG Template has changed:
|UNIGINE 2.14.1||UNIGINE 2.15|
When you migrate a project based on IG Template, a new folder with all the IG Template content is added automatically. However the old one won't be deleted because you might store extra data there. Please take care of these data, if any, and delete the /data/ig folder manually. Keeping this folder in the migrated project will cause errors and asset conflicts.
Migration of Projects Generated in Sandworm#
Successful automatic migration requires your Sandworm project to be located in the /data folder. If your Sandworm project is outside this folder, move it there or migrate manually.
Slots and Objects, which emerged in the latest release, will be created automatically during the migration, however, they will have autogenerated names. You can rename them manually for your convenience.
However, keep in mind that only the Sandworm project is migrated: already generated content, including materials and roofs, remains unchanged. If you want to update the exterior of autogenerated buildings, you need to regenerate the project.
Any items having identical names will be merged into one item (object, slot, layer, filter, etc.)
If you have any unused filters in your project, which are not assigned to any object and therefore don't participate in the project generation process, they will not migrate to the new project and will be deleted.
Compression should be enabled manually for Landscape Terrain, if required.