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UnigineScript Cache Files
UnigineScript can be pre-compiled into cache file in order to achieve faster initialization and for distributing final builds without revealing full script sources.
Cache File Creation
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
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.
How to Use Cache Files
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 data directory.
System and Editor Cache Files
Unigine~# system_cache my_system_cache
system script cache name system_cache = "my_system_cache"
World Cache File
It is possible to make cross-platform generation of cache files (for example, to generate a world cache for Android on Linux): an engine build option called emulation produces Windows/Linux/Mac binaries emulating the selected platform (script definitions, list of available functions).