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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine Editor

Unigine Editor is a versatile and feature rich tool enabling creation and editing virtual worlds for Unigine-based applications. It is a script-based WYSIWYP editor that consists of several basic modules (such as Nodes, Materials, Properties, Render Settings, Physics and Tools) and enables flexible option settings for component integration on the virtual environment level. It is also an important block in the content pipeline creation (for more information see Content Pipeline). The key advantage the editor provides for asset designing is zero compile time. Thus iterations consume significantly less time. Because of this the editor allows the real-time previewing of the virtual world with final image quality. With Unigine Editor the result of your work is not simply foreseeable, but actually visible and editable on the spot.

UnigineEditor look UnigineEditor look

Activate the Editor

To activate Unigine Editor:

  1. Run an Unigine-based application.
  2. Activate the console by pressing the ` key (right under ESC).
  3. Type editor_load and hit ENTER.

Quit the Editor

To quit the Unigine Editor and return to in-game mode, you can do one of the following:

  • Point the mouse to the interface panel of the window.
    Click Quit from UnigineEditor button.
  • Press the ` key to open the console.
    Type editor_quit and press Enter.

Features

With Unigine Editor you can easily:

  • Manage virtual worlds:
    • Create and modify worlds, append one world to another
    • Manage sectors, portals, and occluders
    • Set lighting
    • Set physical properties of the world
    • Add layers
  • Manage separate objects:
    • Add objects to a scene and place them in it
    • Modify object properties, including physical ones, and apply materials to objects
    • Import and export prefabs (or node references)
  • Manage materials:
    • Manage material libraries
    • Modify existing materials and create new ones
  • Manage logic-specific properties:
    • Manage property libraries
    • Add and modify existing properties or create new ones
  • Add special effects:
    • Add volumetric objects
    • Add billboards
    • Set up particle systems
    • And many others
  • Debug your world:
    • Instantly preview the scene with the final quality. However, there is also a "light" mode available for development of complex scenes
    • Set rendering options
    • Visualize helper objects
    • Debug the scene rendering pass by pass
    • Use an embedded profiler
  • And that is not all! You also can:
    • Save and restore the current state of the loaded world
    • Edit scripts in the embedded text editor
    • Take simple screenshots and grab the rendered image as a 3D or cubemap texture
Last update: 2017-07-03
Build: ()