engine.materials Functions
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Interface for managing loaded materials via the code. All materials existing in the project are loaded depending on the current mode and saved on world's saving or on calling the materials_save console command.
See Also#
- C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Materials
Materials Class
Members
engine.materials.isMaterial ( ) #
Checks if there is a material with a given name.Arguments
Return value
1 if the material exists; otherwise, 0.engine.materials.isMaterial ( ) #
Checks if there is a material with a given GUID.Arguments
Return value
1 if the material exists; otherwise, 0.Material engine.materials.findMaterial ( string name ) #
Searches for a material with a given name.Arguments
- string name - Material name.
Return value
Material, if found; otherwise, 0.void engine.materials.reloadMaterials ( ) #
Reloads all loaded materials.void engine.materials.destroyTextures ( ) #
Deletes all textures used by the loaded materials.int engine.materials.replaceMaterial ( Material material, Material new_material ) #
Replaces the material with the given one.Arguments
- Material material - A material to be replaced.
- Material new_material - A replacing material.
Return value
1 if the material is replaced successfully; otherwise, 0.Material engine.materials.findManualMaterial ( string name ) #
Searches for a manual material by the given name.Arguments
- string name - A manual material name.
Return value
A manual material instance.Material engine.materials.findBaseMaterial ( string name ) #
Searches for a base material by the given name.Arguments
- string name - A base material name.
Return value
A base material.void engine.materials.setPrecompileAllShaders ( int shaders ) #
Enables or disables shader precompilation.Arguments
- int shaders - 1 to enable shader precompilation, 0 - to disable it.
int engine.materials.isPrecompileAllShaders ( ) #
Returns a value indicating if shader precompilation is enabled.Return value
1 if shader precompilation is enabled; otherwise, 0.void engine.materials.compileShaders ( ) #
Compiles shaders for all loaded materials.void engine.materials.createShaders ( ) #
Creates all shaders for all loaded materials.void engine.materials.reloadShaders ( ) #
Reloads all shaders used by the loaded materials.void engine.materials.destroyShaders ( ) #
Deletes all shaders used for the loaded materials.int engine.materials.saveMaterials ( ) #
Saves changes made for all loaded materials.Return value
1 if materials are saved successfully; otherwise, 0.Material engine.materials.getMaterial ( int num ) #
Returns the material by its number.Arguments
- int num - Material number.
Return value
A material.Material engine.materials.findMaterialByPath ( string path ) #
Searches for a material stored by the specified path.Arguments
- string path - A loading path of the material (including a material's name).
Return value
A material instance.Material engine.materials.loadMaterial ( string path ) #
Loads a material stored by the given path. The function can be used to load materials created during application execution or stored outside the data directory.Arguments
- string path - A path to the material (including its name).
Return value
A loaded material.Material engine.materials.findMaterialByGUID ( UGUID guid ) #
Searches for a material with the given GUID.Arguments
- UGUID guid - A material GUID.
Return value
A material instance.int engine.materials.isManualMaterial ( string name ) #
Checks if the material with the given name is the manual one.Arguments
- string name - A material name.
Return value
1 if the material is the manual one; otherwise, 0.int engine.materials.isBaseMaterial ( string name ) #
Checks if the material with the given name is the base one.Arguments
- string name - A material name.
Return value
1 if the material is the base one; otherwise, 0.int engine.materials.getNumMaterials ( ) #
Returns the number of materials loaded for the current project.Return value
The number of materials.string engine.materials.getMaterialName ( int num ) #
Returns a name of the material with the given number.Arguments
- int num - A material number.
Return value
A material name.int engine.materials.removeMaterial ( UGUID guid, int remove_file = 0, int remove_children = 1 ) #
Deletes a material. If the remove_file flag is enabled, the material file will be deleted as well. If the flag is disabled, the deleted material will be loaded again on the next application start-up. If the remove_children flag is enabled, all the children of the material will be deleted as well.Arguments
- UGUID guid - GUID of the material to be removed.
- int remove_file - Flag indicating if the material file will be deleted.
- int remove_children - Flag indicating if all the children of the material will be also deleted.
Return value
1 if the material is deleted successfully; otherwise, 0.Material engine.materials.findMaterialByFileGUID ( UGUID guid ) #
Searches for a material with the given GUID of a material file.Arguments
- UGUID guid - A GUID of a material file.
Return value
A material instance.void engine.materials.setLoadingMode ( int mode ) #
Sets loading mode for materials to be used by the Engine at startup. By default materials loading in UNIGINE is optimized to reduce spikes during run time as much as possible, as they are totally unacceptable for simulators, as well as for a lot of other applications. However, this approach may significantly increase memory consumption and loading time at Engine’s and Editor startup. This may be a problem in case of insufficient memory capacity or when it is necessary to perform a lot of iterations quickly (e.g. development stage). This option enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.Arguments
- int mode - Materials loading mode to be used by the Engine. One of the LOADING_MODE_* values.
int engine.materials.getLoadingMode ( ) #
Returns the current loading mode for materials used by the Engine at startup. By default materials loading in UNIGINE is optimized to reduce spikes during run time as much as possible, as they are totally unacceptable for simulators, as well as for a lot of other applications. However, this approach may significantly increase memory consumption and loading time at Engine’s and Editor startup. This may be a problem in case of insufficient memory capacity or when it is necessary to perform a lot of iterations quickly (e.g. development stage). This option enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.Return value
Materials loading mode currently used by the Engine. One of the LOADING_MODE_* values.Last update:
2020-07-31
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