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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
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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.

This construct suspends execution of the current function. The address of the function is placed into a list of waiting functions. Waiting functions are "unfrozen" after the runWaits call, which can be performed only in the C++ part of the application. Unigine runs functions from the waiting list each frame automatically. Therefore, you can create threads that act once per frame and use wait for synchronization.

wait construst can only be used in a thread.


Source code (UnigineScript)
wait value;


  • value is an optional return value (0 by default).


Source code (UnigineScript)
void thread_func() {
	for(int i = 0; i < 4; i++) {


/* Output: 
 * "0" // first frame
 * "1" // second frame
 * "2" // third frame
 * "3" // fourth frame
wait construct is valid when called from a simple function (rather then the member function of the class):
Source code (UnigineScript)
void update_redirector(Sprite sprite) {
	while(1) {

If the class instance is set, an error will be generated, because a class instance is not stored when saving the function to be handled by runWaits in the next frame. However, wait is possible if the class function is called as a static function (without passing a class instance to it):

Source code (UnigineScript)
class Foo {

	void update() { 
		while(true) wait 1; 
Foo f = new Foo();
Foo::update();		// this is valid, because the method is called as a static function

// f.update();		// this would cause a crash, because a class instance is passed

See also: thread().

Last update: 2020-07-31
Build: ()