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Video Tutorials
How To
Professional (SIM)
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Light Sources
World Nodes
Sound Objects
Pathfinding Objects
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Materials and Shaders
Rebuilding the Engine Tools
Double Precision Coordinates
Animations-Related Classes
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Material Nodes Library
Art Samples

What's Inside?

UNIGINE engine is a fully-featured 3D platform designed for creation of interactive virtual worlds with a photo-realistic quality. This powerful and extremely flexible solution is used for real-time simulation (transportation, military training, etc.), visualization (architecture, media installations, etc.) and game development.

However, UNIGINE is not some sort of application building constructor: it is a very robust, feature-rich, and optimized software library with a set of tools. So you will need some people in the team with programming skills (preferably C++) to utilize the UNIGINE power for your projects. Please also note that some features are optional, depending on the SDK edition (Community / Engineering / Sim).

UNIGINE provides support for Windows and Linux.

For more details, see hardware requirements.


The UNIGINE image generator provides a near-photorealistic rendering of visual scenes based on sophisticated shading and lighting models, accurate atmosphere model, advanced special effects and lifelike post-processing.

  • Physically based rendering (PBR)
  • GGX BRDF: realistic speck from light sources
  • Ultra-quality environment probes
  • Energy conservation model
  • Microfiber effect for fabric
  • Cinematic post-effects: SSAO, motion blur, chromatic aberrations, grain effect, sharpness filter, etc.
  • Atmospheric light scattering for realistic simulation of the atmosphere
  • Excellent rendering of vast, detailed masses of vegetation
  • Configurable forward and deferred rendering
  • Support for GLSL, HLSL and UUSL languages for shaders
  • Support for DirectX 11/12, Vulkan and OpenGL 4.x

Image Output Schemas#

UNIGINE handles various image output schemas:

  • Multi-channel image generation (cluster rendering) via proprietary Syncker system or standard CIGI protocol
  • Multi-projector setups with support for edge blending and image warping
  • Stereoscopic rendering in multiple modes, including native support for VR headsets:

    • Oculus Rift / Rift S / Quest / Quest 2 (with Oculus Link cable / Oculus Link wireless)
    • HTC Vive / Vive Pro / Focus / Cosmos
    • Varjo VR-1 / VR-2 / VR-3 / XR-3 (with extended mixed reality support)
    • Windows Mixed Reality (WMR)-compatible
    • OpenVR-compatible
  • Multi-monitor rendering for video walls
  • Panoramic rendering, including fisheye mode

Scene Manager#

Built-in advanced scene manager is designed for handling virtual worlds of unprecedented scale filled with thousands of objects.

  • Support for 64-bit double precision of coordinates
  • Scene graph providing nodes hierarchy, easy control over nodes and branches relative object-space transformations, spatial multi-tree subdivision
  • Asynchronous data streaming
  • Advanced LOD system
  • Increased camera precision
  • Procedural placement of big amount of objects
  • Support for geo-coordinates
  • Extremely fast intersection / line of sight tests
  • Increased visibility distance

Built-in Objects#

UNIGINE provides a set of built-in objects allowing you to create a complex, dynamic virtual world:

  • Nodes serve to organize other nodes into a hierarchy, create new pivot points and triggers
  • Light sources represent different kinds of the scene illumination: global, omni-directional, projected, etc.
  • Objects represent imitations of entities present in the real world: objects, sky, terrains, water, etc.
  • Effects contain particles systems, physical fields, volumetric objects, decals, etc.
  • Players represent different kinds of cameras

Physics Engine#

There is a built-in physics engine available. Please take into the account that it is designed primarily for "game-level" physics simulation: for accurate simulation of physical processes (e.g.: flight dynamics model) it is recommended to use the specialized solutions.

  • Collision detection and rigid body physics
  • Ragdolls
  • Various joints, motors and springs
  • Deformable cloth and rope physics
  • Dynamic destruction of objects
  • Force fields
  • Fluid buoyancy and two-way interaction
  • Time reverse feature

Application Programming Interfaces#

You can choose among powerful UNIGINE APIs:
  • C++ API for maximum performance and seamless integration with the existing code base
  • C# API for a good balance between speed and ease of use with the Component System integrated into the UnigineEditor
  • Fast iterative scripting with UnigineScript, featuring instant compilation

Input Systems#

UNIGINE handles various user input schemas:
  • Standard PC keyboards and mice
  • Multi-touch screens
  • Gamepads and joysticks
  • Head trackers
  • 6 DOF positioning devices
  • Motion capture systems

We also offer our API for adding custom devices.

Audio System#

Multi-channel audio system with support for:

  • 3D effects
  • Sound occlusion
  • Reverberation zones

Graphical User Interface#

There are several ways to implement GUIs in UNIGINE-powered applications:


  • UnigineEditor provides the core functionality for creation and editing of virtual worlds for UNIGINE-based applications. It allows you to easily view and modify virtual worlds by adding, transforming and editing the nodes.
  • SDK browser for easy access to the SDK components and updates
  • Performance profiling tools
  • A set of other utilities for data conversion and compression
Last update: 2024-04-19
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