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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Video Tutorials: Essentials

Importing 3D Models
Import of supported 3D formats;
static, animated, complex models;
import settings and options
Instancing Nodes
Adding multiple identical nodes
using a node reference;
managing instances
Materials
Overview of the materials
system and parameters; creating
and assigning materials
Lighting
Overview of light types and shadows;
shadow optimization using
cascades and screen space shadows
Tracker Tool
Interface and possibilities overview;
animating nodes and materials,
cameras and post effects
Global Illumination
Use of voxel and environment probes;
baking lighting and node emission
to global illumination
Georeferenced Terrain Generation
Interface and settings overview;
generating terrain, vegetation, roads,
and buildings using geodata
Arbitrary Terrain Generation
Creating terrain using raster images
and landscape generation tools,
adding and optimizing vegetation
Content Optimization
Use of LODs, impostors, clusters,
clutters, occluders, sectors, culling,
bit masks, layers, and switchers
Decals
Overview of decal types; use cases;
intersection with grass and clutters;
replacing decals with meshes
Performance Inspection with
Microprofile

Overview and use for rendering
and logic optimization
Textures
Types of textures and their use;
UV mapping, static and animated mode,
clamping and common settings
Procedural Texturing
Ways of improving the content's look
using the editor's procedural
techniques
Bit Masking
Concept of bit masking, applying
various types of masks, optimization
tips
Audio Sources and Sound Effects
Overview of the audio system,
types of sound sources and effects,
and use casess
Cached Shadows
Optimizing shadow casting by using
the Cached Shadows feature
 
Water
Global Water and Water Mesh
settings and effects overview.
Shoreline creation
Physics
Creating dynamic physical objects
and empowering virtual worlds
with life-like physical effects.
C# Component System
Creating a simple application
using C# Component System
with an overview of available features

Articles in This Section

Last update: 2019-12-25
Build: ()