UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Content Creation
Materials
Unigine Material Library
Tutorials

Tools Panel

This panel contains miscellaneous settings and helper tools and can be invoked by pressing the T key (see Controls and Navigation ). The panel has a set of tabs given below.

Tools editor settings

Tools window

Common

The tab provides options that enable/disable display of additional information.

System mouseShow system mouse cursor. If the mouse is processed as GUI element, it will be FPS dependent.
Hide panelHide the interface panel and show only when pointing the mouse at the upper part of the window.
Node infoShow information about nodes (node, material and surface names, triangles number, distance from the camera etc). The default hotkey is I.
Dynamic infoDisplay information about the objects pointed at with the mouse.
Object wireframeShow mesh wireframe. The default hotkey is 2.
Particles physicsShow point forces (attractors and repellers) and deflectors for particles.
SelectionFor most of numerical parameters, automatically select parameter value after it has been entered (instead of selecting it manually in order to change it). This option allows for quick resetting of values until the right one is found.
Always updateUpdate Unigine application window even when it is not in focus.
New node reparentingCreate a new node as a child of the currently selected node.
Object boundsShow axis-aligned bounding box for the object. The default hotkey is 8.
Mesh bonesShow skinned mesh bones. The default hotkey is 7.
Keep backupsSave backups when reference nodes are edited. This option allows for safe editing of reference nodes (even if the crash occurs, their data will not be lost).
Game camera
  • If checked, positions of the camera in the editor mode and in the game are synchronized. This mode allows to conveniently switch between the editor and the in-game mode, because when the editor is unloaded, you will be in the same point.
  • If unchecked, camera in the editor and in the game are independent. This mode is for editing camera positions when creating cutscenes in the Tracker.
StepThe step for performing position change (in units) or rotation (in degrees).
Handle sizeThe size of the object handler.
New node namingGenerate a name for a new node. When the new node is added, automatically assign the file name as the node name (for example, when my_mesh.mesh is added, a node will have a name my_mesh_0). This option is available for meshes, skinned meshes, reference nodes and layer nodes.
Node clone confirmation
  • If checked, the confirmation dialog is hidden when cloning a node.
  • If unchecked, the confirmation dialog is shown.

Camera

The tab allows adjusting camera settings.

Viewport maskA viewport bit mask for the camera that allows to selectively display objects, decals and lights in the player viewport. If at least one bit matches, the object, decal or light will be rendered. (See the detailed info).
Reflection maskA reflection bit mask for the camera that allows to selectively display reflections from objects. (See the detailed info).
Source maskA source mask for the camera that determines what sound source can be heard. If at least one bit matches the sound source mask, the sound can be heard. Each bit of the source mask specifies a sound channel.
Reverb maskA reverb mask for the camera determines what reverberation zones can be heard. At least one bit of this mask should match the reverb mask of the sound source and the reverb mask of the reverberation zone.
Field of viewCamera field of view in degrees. It is the area that can be seen in the viewport (how many degrees the camera covers).
Near clippingDistance to camera near clipping plane:
  • Recommended value is around 0.1 units.
  • Lower values decrease the depth precision of the scene and cause z-fighting, flickering and moire patterns.
  • Higher values increase the depth precision. But they also cause objects in front of the camera disappear.
Far clippingDistance to camera far clipping plane. It directly affects light scattering results and sky color.
  • Recommended value is 10000 units (maximum up to 20000 units).
  • Lower values are insufficient for proper light scattering and result in dark sky color. Higher values do not grant desired depth precision.
OrthoOrthographic camera mode. When the option is checked, two additional parameters Width and Height appear. This parameters define width and height of the viewing volume, which is represented in the form of a box.
Notice
If the Ortho option is checked, the Field of View parameter is disabled.
Min velocityMinimal camera velocity (units per second).
Max velocityMaximal camera velocity (units per second).
AccelerationCamera acceleration (units per second squared).
Camera dampingCamera deceleration.
PositionCamera position coordinates.
DirectionThe camera direction coordinates.
UpThe coordinates of the up vector for the camera.

Flash-light

The tab contains settings for the embedded flash light. Please note, that enabling this option will create an additional light source.

EnabledEnabling the flash-light attached to the camera. It can be used when there is no lighting in the world or it is disabled. The default hotkey is l.
ColorThe color of the flash-light.
MultiplierThe power of the flash-light.
AttenuationThe attenuation factor for flash-light beam.
RadiusRadius of the flash-light beam.
Field of viewFlash-light field of view.

Grabber

The tab allows grabbing of the rendered image into a 2D texture, cube map, light map or impostor.

Field of viewGrabber field of view.
Near clippingDistance to near clipping plane for image grabbing.
Far clippingDistance to far clipping plane for image grabbing.
HDRGrab 2D texture or Cube map in HDR.
MipmapsCreate mipmaps for the grabbed image.
CompressCompress the image.
NormalsCreate normals
NoiseAlpha channel noise, which is used for smoother switching between two impostors.
Image sizeThe size of the grabbed image.
SupersamplingThe grabbed image is rendered in higher resolution (N times bigger) and than down-sampled to the specified size. The higher the value, the more reduced aliasing is, but the longer the grabbing takes.
ExtrudeThe image extrusion factor.
BlurBlur the grabbed image with specified factor. the higher the value, the more blurred the result is.
PhiHorizontal subdivision.
ThetaVertical subdivision.
GrabGrab 2D texture, cube map, light map or impostor.
AspectAspect ratio (width/height) of the image.
BorderAutomatic border adjustment.

Illumination

This tab is for lightmap creation (see all details here).

Plugins

The tab contains options for custom editor plugins (see more details here).

Add Add an editor plugin (a *.cpp file). Multiple plugins can be loaded.
Unload Unload a selected editor plugin.
Reload Reload a selected editor plugin. It allows for fast iterations when developing an editor plugin.
Core Load a plugin from the core package.

Show

The tab contains options that enable/disable visualization of different world elements and other helper objects.

FPS counterShow FPS counter. The default hotkey is 0.
ProfilerShow profiler. The default hotkey is 1.
MessagesShow engine messages. The default hotkey is 9.
VisualizerShow visualizer. The default hotkey is F2.
World handlersShow handlers for some invisible nodes. Handlers are shown for light and sound sources, particle systems and world-managing nodes (sectors, portals, triggers, expressions, etc.) After that, they can clicked on and selected.
World sectorsShow visualizer for all world sectors.
World occludersShow visualizer for all world occluders.
World triggersShow all world triggers.
World physicalsShow all physicals.
World obstaclesShow obstacles for pathfinding.
World spatialShow dynamic world spatial partitioning.
World portalsShow all world portals.
World transformsShow all WorldTransform nodes.
World lightsShow visualizer for all light sources.
World navigationsShow all navigation areas.
World soundsShow all sound sources.
World fieldsShow all fields.
World playersShow all players.
Render mipmapsShow calculated mipmap levels for textures. The original texture is rendered in red color; green, blue, yellow etc. are used to render the next following texture mipmap levels. The default hotkey is 3.
Notice
This option shows only the possible mipmap levels calculated by the engine based on assigned texture coordinates and distance to the camera. If a DDS image does not contain mipmaps, they will not be used.
Render trianglesEnable rendering triangles.
Render impostorsEnable rendering impostors.
Render scissorsEnable rendering scissoring planes.
Render occluderEnable rendering an occluder buffer onto the screen.
Render lightsEnable rendering lights.
Render normalsEnable rendering in normal map mode (when enabled, diffuse textures are switched off). The default hotkey is 4.
Render decalsEnable rendering decals.
Render texturesEnable rendering textures.
Render queriesEnable rendering occlusion queries.
Render splitsEnable rendering shadow splits for world lights.
Render penumbraEnable rendering penumbra.
Render occlusionEnable rendering occlusion.
Physics shapesEnable physics shapes.
Physics contactsEnable physics contacts.
Physics jointsEnable physics joints.

Render

The tab allows suppressing some of the render passes and techniques, which can be useful for debugging.

Use queriesUse occlusion queries.
Use RGB10A2Allow to use RGB10A2 texture format for the screen buffer (provides more color gradations). If disabled, RGBA8 will be used instead.
Use srgbUse sRGB color space for rendering.
Use environmentUse color correction according to the environment texture.
Use normalizationUse tangent basis normalization. This option allows to correctly light scaled meshes.
Notice
If any meshes in the world are scaled, this option should be kept enabled; otherwise, there will be lighting artifacts.
Use scissorsUse light scissors optimization. That is, calculate the bounding rectangle in screen space for a light according to its position and radius. It saves undesired computation in the fragment shader, as those pixels that do not receive light are not processed.
Use phong-rimUse Phong rim shading instead of the simple Phong shading.
Use vertex floatUse full-precision floating point vertex format for static meshes. If disabled (by default), only half precision is used for Z-axis coordinates of meshes, which allows for lesser load.
Full precision is available only with in OpenGL, DirectX 9, DirectX 10 and DirectX 11.
Use dual quatUse dual quaternions. This option can be also enabled with render_use_dual_quaternions console command.
Use directional lightmapsUse dual quaternions. Use directional lightmaps that account for surface normal map and thus provide higher detailed results. If enabled, one lightmap contains 2×2 tiles. If the lightmap is exported from an external lightmapping tool, disable this option (in this case, a lightmap will be a simple one-tile texture).
Use shadow kernelRender high-quality shadows.
Use filmicUse a non-linear filmic HDR correction to provide better image quality.
Force deferredForce all light sources to be rendered as simplified deferred lighting.
Force no shadowsDo not render shadows.
Skip reflectionSkip rendering reflections.
Skip opacity ambientSkip ambient pass for opaque objects.
Skip deferredSkip deferred pass.
Skip scatteringSkip light scattering.
Skip transparent ambientSkip ambient pass for transparent objects.
Skip decal ambientSkip ambient pass for decals.
Skip occlusionSkip occlusion and indirect illumination pass.
Skip refractionSkip refraction pass.
Skip opacity lightSkip light pass for opaque objects.
Skip transparent lightSkip light pass for transparent objects.
Skip decal lightSkip light pass for decals.
Skip auxiliarySkip the pass to render objects into auxiliary buffer.
Skip motion blurSkip motion blur.
Skip post materialsSkip rendering of all post postprocess materials applied after other postprocesses, such as HDR, DOF, refraction, motion blur, etc.
Skip render materialsSkip rendering of postprocess materials applied before all other Unigine postprocesses (such as HDR, DOF, etc.) are rendered.
Skip light probSkip rendering of global illumination created with the prob light.

Batch

This tab contains options for batch node processing.

HierarchicalApply to all children.
Light maskA light mask to be applied to the selected object surfaces.
Decal maskA decal mask to be applied to the selected object surfaces.
Viewport maskA viewport mask to be applied to the selected object surfaces.
Intersection maskAn intersection mask to be applied to the selected object surfaces.
Collision maskA collision mask to be applied to the selected object surfaces.
Grab LightProbGrab the selected prob lights.
Generate decalsGenerate the selected decals.
FramesNumber of frames.
Run samplesRun all scenes from the data/samples directory.
Last update: 2017-07-03