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UnigineEditor
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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Creating and Importing Assets

Not all of the content for your UNIGINE project can be created within the UnigineEditor. Most of your assets will be created externally, using Digital Content Creation tools, such as 3ds Max, Maya, Photoshop, and others.

In the table below you can see a very general breakdown of the types of assets that can be created in the UnigineEditor and those that are created using external Digital Content Creation (DCC) tools.

Assets created in the UnigineEditor Assets created using External Applications


To use assets created in a 3rd party Digital Content Creation tool in your UNIGINE project you should import them.

Importing Assets#

You can import the content for your project in several ways:

  • Drag the file(s) from the standard file browser of your operating system into the Asset Browser window.
  • Click the Import button in the Asset Browser and choose a file (or several files) in the file browser window that appears.

    Notice
    In case if a single asset is imported, an import settings dialog window will be displayed (available for certain asset types). Otherwise, all assets will be imported with default settings, that can be changed later if necessary.
  • You can also put your resources to the data folder of your project directly using the functions of your operating system. Then, as you open the UnigineEditor, it will try to create all possible asset types with default settings. You can change these settings later if necessary.

If your asset was imported successfully, a *.meta metafile will be created for it in the same folder and, if it is not a native asset, corresponding runtime file(s) will be generated in the data/.runtimes folder of your project.

Notice
You can modify your assets at any time after importing, the UnigineEditor will notice when you save new changes to the file and will re-import it as necessary.

Import Settings#

Some types of assets supported by UNIGINE have a set of adjustable import settings, which determine asset's appearance and behavior. These settings are displayed in a window that appears when you import a single asset.

For example, the import settings for an image will allow you to choose the type of texture, image format, size, etc. The import settings for an FBX file allow you to adjust the scale, decide whether you want to import materials and lights or use animation defined in the file.

You can change import settings for a particular asset when necessary. To do so, select it in the Asset Browser, the available settings will appear in the Parameters window. The options that are displayed will vary depending on the type of the selected asset.

Here you can also specify whether an asset will be used "as is" or a runtime file will be generated for it. This option is available only for some types of assets.

Clicking on an image asset in the Asset Browser shows the import settings in the Parameters window.

After changing import settings click Apply to reimport the asset with new settings or click Revert to discard your changes.

Real-Time Tracking of Changes#

You can modify your assets at any time after importing, the UnigineEditor will notice when you save new changes to the source file and will re-import it as necessary.

Notice
The asset will be reimported automatically only when you modify its source file, stored inside the data folder of your project, either by direct editing or by replacing it with an updated version with the same name.

Creating Assets in the UnigineEditor#

Any time you create a new world, save presets, inherit a new material or a property, create a node reference or export a node to an FBX file in the UnigineEditor an asset of the corresponding type is created.

You can also create assets of certain types (e.g., a material or a property) in the Asset Browser using the Create button. To do so, click Create and select the desired type of asset from the dropdown list. A new asset will be created at the current folder of you project. You can move the new asset to another location if necessary.

Warning
Creating user’s folders with reserved names (e.g. core, scripts, editor2) in the root of the data/ or a mounted folder is forbidden. If such a folder is created via Explorer, it won't be displayed in the Asset Browser. Inside subfolders of the data folder, no name restrictions are applied and such folders will be displayed by the Asset Browser properly.
Last update: 2019-12-25
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