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UnigineEditor
Interface Overview
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Adjusting Node Parameters
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Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Editor Settings and Hotkeys

Editor Settings#

The Editor section of the Settings window displays general settings of the UnigineEditor.

Notice
To configure the editor settings, open the Settings window by choosing Window -> Settings in the main menu and select the Editor section.

The following window will open:

Editor Settings window
Cache Directory Contains the path to the directory that stores the editor cache.
Always Show Auto-Generated Parameters Toggles on and off permanent displaying of automatically generated parameters.
Use GPU Texture Compression Toggles on and off GPU texture compression.
Precompile All Shaders Toggles precompilation of all shaders on and off. This is an important features guaranteeing that at the time your project is complete and final builds are ready to be handed over to the customer you have a complete shader cache. This significally reduces the number of freezes in the final release build and equalizes your application framerate. Shaders are precompiled for all materials in the project.

Editor Hotkeys#

The Hotkeys section of the Settings window displays all hotkeys and key combinations that are used in the UnigineEditor and provides you with an opportunity to assign custom hotkeys and key combinations for the required action.

Notice
To configure hotkeys, open the Settings window by choosing Window -> Settings in the main menu and select the Hotkeys section.

The following window will open:

Components of the Hotkeys Settings window

Each action is represented by a key or a key combination. Ctrl, Alt, Shift, and mouse buttons are used as modifiers for the key bindings. Some actions can be represented by the modifiers only.

Notice
The mouse buttons can be used as the modifiers only for some actions.

The controls are stored in a preset. There are 2 types of presets that are used in UnigineEditor:

Using Built-in Presets#

Notice
A built-in preset is used as the basis of a custom preset.

List of built-in presets

There are 2 built-in presets:

UNIGINE 2 The main preset. Hotkeys and key combinations that are used in this preset are usual for many 3D editors, for example, 3D-Coat, Maya, Marmoset, Unreal Engine, Unity, and so on.
3ds Max This preset contains hot keys that are used in 3ds Max.

Notice
You cannot change a built-in preset. Only custom presets can be modified.
If you change the default hotkey or key combination and click Apply, you will be offered to save your modifications to a custom preset.

Such approach allows you to go back to using the built-in preset at any time.

Creating Custom Presets#

Custom presets are necessary when you want to change some hot keys (or key combinations) and save these changes.

You can create a custom preset by creating a copy of one of the built-in presets. To create a custom preset:

  1. In the Controls window, choose the built-in preset, on which a new preset will be based.
  2. Click Save as...

    Specify the name for the new preset in the window that opens:

    In the Save Preset As file dialog window that opens, specify the name of the *.preset file and where to save it.

  3. Click Ok. The new preset will be set as the current one.

The new custom preset will contain all the hot keys and key combinations of the built-in preset. You can modify key combinations for any necessary actions and then apply changes by clicking Apply. To discard your changes, click Reject

Last update: 2019-12-25
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