The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
The cache file for system and editor scripts is generated automatically (or re-generated, if checksum of the source files doesn't match the one stored in the cache) every time you start the engine.
To generate the world script cache file, you need to pass the cache file name as the second argument to world_load
command as follows:
Unigine~# world_load world_name cache_name
In the result, the
file is created in the specified directory (or inside the data
directory by default, if the path is not specified).
You need to run the
world_load command for each world of your project to generate the required cache files.
After the world script cache file is created, you can delete the source code from the build and still load your world by using the
world_load command with the cache file name as the second argument.
You cannot use the *.cache file created with the debug version to load the world with the release version of the engine.
Cache files are not compatible between different versions of the engine, so make sure that you are using the same builds of the engine.
Notice that you can cache only the source code written in UnigineScript (your *.usc files). To protect assets, use the Archiver tool to pack them into ZIP or UNG.
The engine looks for the world, system and editor cache files inside the data directory first.
After that they are looked for according to the
cache_name variable, where
cache_name is the path to the cache file stored outside the
World Cache File#
To use the world script cache file, simply pass its name (or the path to the file, if it is stored outside the data directory) to world_load
command as the second argument.
console command can receive the cache file name as an argument as well:
Unigine~# world_reload cache_name