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UNIGINE 2.0 Beta 2: PBR Support, Renovated SDK Browser, Add-Ons System, Kinect 2 and VRPN

Key Improvements

  • Support for PBR (physically-based rendering) in the production-ready state.
  • Support for SSR (screen space reflections).
  • Completely new SDK Browser integrated with developer.unigine.com accounts.
  • Introduction of the Add-ons system.
  • VRPN (Virtual Reality Peripheral Network) protocol support.
  • Support for the Kinect 2 motion sensor.
  • A lot of bugfixes and performance optimizations for UnigineEditor.
  • Highly detailed demo of a 3D scanned human head.
  • Updated vegetation library.
  • More documentation on built-in objects.
  • Tutorial on content optimization.

This version is considered stable enough for production use.

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Faster Downloads for China

Content Delivery Network

Since Internet has very complex structure, access speed to the same server from different parts of the world can vary greatly. We have customers on every continent, so in order to provide better service we have implemented a content delivery network for UNIGINE developers. At the moment you can choose from two server locations (Netherlands and China) in your profile settings of the developers portal.

Most users of the companies from China have been switched to the China server already.

UNIGINE 2.0 Beta: Editor Usability and Performance, Overall Stabilization

Main Changes

UNIGINE 2 has successfully reached the beta stage.

  • Usability improvements for UnigineEditor.
  • Performance optimization for complex scenes.
  • Oculus Rift DK2 support.
  • Extended C++ and C# APIs.
  • Added more usage examples and tutorials.
  • Overall stabilization.


Performance Optimizations

The diagram below demonstrates UnigineEditor performance boost from UNIGINE 1 to UNIGINE 2 in everyday operations with objects (selection, movement, rotation, undo/redo) on complex scenes. The amazing x120-x5000 speedup has been achieved for test scenes consisting of thousands of objects (3375-9261 static meshes).

The speed of other actions in the editor has been also improved, so now editing performance is on par with runtime capabilities of handling very complex scenes.

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UNIGINE 2.0 Alpha 2: Hotfixes and C# API

Introducing C# API

From now on it is possible to use C# for development of UNIGINE-powered applications, thereby involving the full power of IDEs. C# API provides functionality similar to C++ API. It allows you to:

  • Embed UNIGINE into C# applications.
  • Create external C# based App windows.
  • Call functions of the UnigineScript library from the C# code.
  • Export C# constant values and functions to UnigineScript.
  • Work with UnigineScript containers from the C# side.
  • Set callbacks.

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UNIGINE 2.0 Alpha Preview

Main Changes

This is an alpha preview of upcoming UNIGINE 2.0 (which has been in the development for almost a year now), but a lot of important improvements are already done:

  • Refactored renderer focused on DirectX 11+ feature level.
  • Removed support for DirectX 9, OpenGL ES 2.0, PlayStation3, WebGL, WinRT.
  • Support for OpenGL 4.5.
  • Improved terrain with increased number of layers.
  • Unified mesh file format.
  • Support for blend shapes (morph targets).
  • Support for vertex colors.
  • Experimental support for physically-based rendering (PBR) and screen-space reflections (SSR).
  • Improved usability of UnigineEditor.
  • Support for GeoTIFF format.
  • GDAL import plugin for geodata.
  • Support for NVIDIA Tegra K1.
  • Experimental support for WPF .NET C# applications integration.
  • Support helpdesk on the developer portal.

Some features are in the active development at the moment, so this release isn't recommended for production use.

Stable 2.0 release and further updates will bring even more:
  • Rendering performance optimizations.
  • Support for OpenGL ES 3.0.
  • Improved anti-aliasing.
  • Geometric waves, better shorelines and other water improvements.
  • Improved light scattering.
  • Improved volumetric clouds.
  • Night vision mode.
  • Streamlined content pipeline.
  • Easy projects management: creation, upgrading, deployment, publishing.
  • Add-on store for engine plugins and content assets.
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