GET UNIGINE Table of contents: Recent news: 2019-04-30 UNIGINE 2.8: Improved Data Streaming, Cached Shadows, Refactored Editor, Better Vegetation 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment 2017-12-22 UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization 2017-10-20 UNIGINE 2.6: Editor2, Improved Multi-Channel Rendering, Procedural Landscape Generation, VR Template 2017-05-31 UNIGINE 2.5: Screen-Space Ray-Traced Global Illumination, Vector Roads API, Landcover Data Support, Superposition Demo 2017-03-01 UNIGINE 2.4.1: Stabilization, Interactive BIM Demo 2017-02-06 UNIGINE 2.4: New Multi-Layered Volumetric Clouds, New Terrain, Oil Refinery Demo

Support of multiple output devices (monitor walls, CAVEs)

Added AppWall template application that supports output to multiple devices. It can be used to create multi-monitor walls, deeply immersive VR simulators and multi-dimensional CAVE systems. Each output device can has its own camera setup.

Unigine engine on the wall of monitors

To control the number of monitors, include and customize data/core/scripts/wall.h script (check Wall settings that it adds into the main menu).

Unigine engine on the wall of monitors

Render:

  • Added multi-viewport output for all supported graphical APIs.
  • Added screen-space reflection post-process (post_filter_reflection base material).
  • Fixed WorldCluster rendering bug.
  • Fixed portal bounds detection bug.
  • Support of asymmetric projections throughout the whole rendering pipeline.

UnigineScript:

  • A lot of performance optimizations.
  • System and editor scripts now have render() function.
  • Fixed the crash on detecting parent class of the exported classes.
  • Fixed occasional crashes by script shutdown.

Physics:

  • Increased performance.
  • Fixed stack overflow in 64-bit builds.
  • Contact solver now utilizes SSE instruction set, if available.
  • Fixed gravity flag saving bug for bodies.

Mobile version:

  • Added telnet protocol support (default TCP port is 8888) to remotely control the application running on a target device (it provides full access to Unigine built-in console). Use "logout" command to close the session.
  • More NEON optimizations for rendering.
  • Contact solver now utilizes NEON instruction set, if available.
  • Performance analyzer for Android and iOS.
  • Thread-safe file access to "assets" directory on Android.
  • Added "Crypt" and "Passage" demos to iOS and Android SDKs.
  • Added Android Application Development article in the reference manual.

PlayStation 3 version:

  • SPU optimization of collision detection and rigid body physics.
  • Added Render memory counter into the profiler.
  • Improved memory management.
  • Added new PS3MeshRaw object. It stores vertices and indexes in the video memory and doesn't cull triangles (higher memory consumption but lower PPU load).
  • Render utilizes up to 4 SPUs (1 SPU is always reserved for physics).

Other:

  • Added sound samples memory profiling.
  • Fixed non-blocking network sockets bug in Windows.
  • Added "Tools -> Always update" option in UnigineEditor for focus-independent update of the application window.
  • Added a new option that allows to fast save the selected material/property libraries in UnigineEditor.
  • HAS_TABLET define is renamed to HAS_APP_TABLET.
  • Added Gui::HIDE callback for GUI widgets.
  • Added new UnigineRender class into C++ API for direct access to engine rendering functions.