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 article describes the data/samples/objects/gui_02.cpp sample.

The gui_02 sample demonstrates how to display the current scene on a virtual monitor created with the WidgetSpriteViewport and assigned to a GUI object, namely:

  • Create the flat GUI object
  • Create an instance of the WidgetSpriteViewport class and associate it with the camera
  • Assign the created instance to the GUI object
  • Set modelview and projection matrices for the associated camera and change them according to the time spent since the world loading. It will force the camera go round the objects in the scene.

WidgetSpriteViewport assigned to the GUI object

See Also#

Last update: 2020-07-31
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