This page has been translated automatically.
Getting Started
Migrating to UNIGINE 2.0
C++ API Migration
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Usage Examples
API Reference
Integration Samples
Usage Examples
C++ Plugins
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Built-in Objects

Unigine provides a set of built-in objects allowing you to create a world containing practically all of the objects present in real life. For convenience, they are formed into several groups that are responsible for different kinds of operations:

  • Nodes include fundamental objects that form the world (nodes and node references), dummy nodes, layers, pivots and triggers.
  • Objects represent imitations of entities present in the real world: objects, sky, terrains, water, etc.
  • Effects contain particles systems, physical fields, volumetric objects, etc.
  • Decals contains decals, a material projection on a surface (perfect for bloodstains, ashes, roads, etc).
  • Light sources include objects providing different kinds of the scene illumination: global, omni-directional, projected, etc.
  • World Objects represent invisible nodes used for world management.
  • Sound Objects represent sound sources and reverberations.
  • Pathfinding Objects represent objects used for pathfinding.
  • Players represent different kinds of cameras.
Note that in terms of Unigine all of the objects, added into the scene (regardless of their extension), are displayed in the Nodes editor and called nodes.
Last update: 2017-07-03
Build: ()