This page has been translated automatically.
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
Fundamentals
Setting Up Development Environment
Usage Examples
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

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:

Source code
Unigine~# world_load world_name cache_name
In the result, the *.cache file is created in the specified directory (or inside the data directory by default, if the path is not specified).
Notice
You need to run the world_load command for each world of your project to generate the required cache files.

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.

Notice
You cannot use the *.cache file created with the debug version to load the world with the release version of the engine.
Cache files are not compatible between different versions of the engine, so make sure that you are using the same builds of the engine.

Notice that you can cache only the source code written in UnigineScript (your *.cpp files). To protect assets, use the Archiver tool to pack them into ZIP or UNG.

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.

World Cache File#

To use the world script cache file, simply pass its name (or the path to the file, if it is stored outside the data directory) to world_load command as the second argument. the world_reload console command can receive the cache file name as an argument as well:

Source code
Unigine~# world_reload cache_name
Last update: 2019-12-25
Build: ()