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UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
Programming
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
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
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Engine Shutdown

This article describes in detail the steps taken by the UNIGINE engine when the Engine::shutdown() function is called. For other steps and general information about execution sequence, see the Execution Sequence article.

Shutdown steps#

  1. If the editor logic is run, it calls its shutdown() function.
  2. The world logic calls the shutdown() function.
  3. UNIGINE calls the shutdown() function of the system logic. Here, for example, you can set a splash screen with credits to be shown when exiting the UNIGINE-based application.
  4. The shutdown() function of all plugins is called.
  5. If the user has tweaked any settings, the engine saves changes into the configuration file.
  6. World, sound, and file system threads are terminated.
  7. All resources allocated for UNIGINE are freed.
  8. Memory allocator is shut down.
Last update: 2019-12-25
Build: ()