Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

C# Usage Examples

UnigineScript can be easily extended through the Unigine API. Source code of examples is provided within source and binary versions of UNIGINE SDK.

The idea is that some functionality is done by means of the C# part of an application, and it should be registered in UnigineScript system in order to be used inside scripts.

You can export functions from your C# code to UnigineScript. The exported function can have up to 8 arguments. However, you cannot export classes. The function that is written in C# and must be exported to UnigineScript can receive arguments of the Variable type only. To get a value of the required type, use the corresponding getter functions. You can also work with UnigineScript containers from the C# side. On the C# side, vectors and maps can be accessed via the ArrayVector and ArrayMap classes.

For more information see common usage examples:

Last update: 2018-02-28