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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
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
Double Precision Coordinates
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
IG Plugin
CIGIConnector Plugin
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Protecting Your Data with a Password

In order to protect your source code and content, you are recommended to use the Archiver tool to archive your resources into UNG archives. It implements data encrypting to avoid unauthorized access and provides a password protection.

Protected packages are entirely loaded into memory, no data streaming is available for them.

To protect resources, you need to create an archive with the password specified and pass the same password on engine initialization. The workflow is as follows:

  • Create an UNG archive with the specified password. For example, to create an archive named files.ung with the 12345 password that contains the textures directory, pass the following CLI:
    Shell commands
    ung_x86 -o files.ung -d textures -p 12345
  • Specify the same password to be passed on engine initialization in the <your_project_name>.cpp file:
    Source code (C++)
    #include <UnigineEngine.h>
    #include "AppSystemLogic.h"
    #include "AppWorldLogic.h"
    #include "AppEditorLogic.h"
    #ifdef _WIN32
    	int wmain(int argc,wchar_t *argv[]) {
    	int main(int argc,char *argv[]) {
    	Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv, "<your_project_name>", "12345");
    	AppSystemLogic system_logic;
    	AppWorldLogic world_logic;
    	AppEditorLogic editor_logic;
    	return 0;
    If you pass a project name during engine initialization, this means the engine will store its rewritable data (such as logs, cache and configuration files) in user profile (in C:\Users\<username> on Windows or in /home/<username> on Linux) rather than <UnigineSDK/bin/ or <UnigineSDK/data/ folders.
    On engine initialization, you can pass NULL as the 4th argument if you don't need that data is stored in user profile:
    Source code (UnigineScript)
    // engine initialization
    	Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv,NULL,"12345");
Last update: 2020-07-31
Build: ()