This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine 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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Creating and Importing Assets

Not all content for your UNIGINE project can be created within UnigineEditor. Most assets are created externally, using Digital Content Creation tools, such as 3ds Max, Maya, Photoshop, and others.

In the table below you can see a very general breakdown of the types of assets that can be created in UnigineEditor and those that are created using external Digital Content Creation (DCC) tools.

Assets created in UnigineEditor Assets created using External Applications


To use assets created in a third-party Digital Content Creation tool in your UNIGINE project you should export them in a way that would not alter their dimensions, transforms, etc. when you import them to UNIGINE.

Exporting Assets from Content Creation Tools#

Before exporting assets from Digital Content Creation tools, check the following general recommendations:

  • Check the working units used in you tool because scales in your tool and in UNIGINE may differ, and adjust, if needed. In UNIGINE 1 unit = 1 meter.
  • Align your model along to the front axis and check that Y+ points forward at the export.
  • Reset all transformations to avoid any misplacement issues after the model import.
  • Prepare materials. Keep in mind that surfaces and meshes of the imported model are named after the materials.

In addition to the general recommendations, there are guidelines for export from the most commonly used Digital Content Creation tools:

If you export your model from any other tool, check the guidelines and try to follow the general recommendations.

Importing Assets#

You can import the content for your project in several ways:

  • Drag the file(s) from the standard file browser of your operating system into the Asset Browser window. In this case, the dragged file(s) will be copied to the data project folder.
    Notice
    To import composite assets (e.g. a material requiring a texture, or a node that requires several materials linked to plenty of textures) stored in Asset Packages (*.upackage), follow this guide.
  • In the Asset Browser, go to the folder where you want to import the file(s) to, right-click and select Import in the context menu.

    Choose a file (or several files) in the file browser window that appears. The selected files will be copied to the project folder.

    In case a single asset is imported, the import settings dialog window will be displayed (available for certain asset types). Otherwise, all assets will be imported with the last used import settings, that can be changed later, if necessary.

  • Put your resources to the data folder of your project directly using the functions of your operating system. Then, as you open UnigineEditor, it will try to create all possible asset types with the last used import settings. You can change these settings later if necessary.

If your asset was imported successfully, a *.meta metafile will be created for it in the same folder and, if it is not a native asset, corresponding runtime file(s) will be generated in the data/.runtimes folder of your project.

Notice
You can modify your assets at any time after importing, UnigineEditor will notice when you save new changes to the file and will re-import it as necessary.

Import Settings#

Some types of assets supported by UNIGINE have a set of adjustable import settings, which determine asset's appearance and behavior. These settings are displayed in a window that appears when you import a single asset.

For example, the import settings for an image will allow you to choose the type of texture, image format, size, etc. The import settings for an FBX file allow you to adjust the scale, decide whether you want to import materials and lights or use animation defined in the file.

You can change import settings for a particular asset when necessary. To do so, select it in the Asset Browser, the available settings will appear in the Parameters window. The options that are displayed will vary depending on the type of the selected asset.

Here you can also specify whether an asset will be used "as is" or a runtime file will be generated for it. This option is available only for some types of assets.

Clicking on an image asset in the Asset Browser shows the import settings in the Parameters window.

After changing import settings click Apply to reimport the asset with new settings or click Revert to discard your changes.

Real-Time Tracking of Changes#

You can modify your assets at any time after importing, UnigineEditor will notice when you save new changes to the source file and will re-import it as necessary.

Notice
The asset will be reimported automatically only when you modify its source file, stored inside the data folder of your project, either by direct editing or by replacing it with an updated version with the same name.

Creating Assets in UnigineEditor#

Any time you create a new world, save presets, inherit a new material or a property, create a node reference or export a node to an FBX file in UnigineEditor an asset of the corresponding type is created.

You can also create assets of certain types (e.g., a material or a property) in the Asset Browser using the Create option. To do so, right-click in the Asset Browser to open the context menu, select Create and the desired type of asset from the list. A new asset will be created at the current folder of you project. You can move the new asset to another location if necessary.

Warning
Creating user's folders with reserved names (e.g. core, scripts, editor2) in the root of the data/ or a mounted folder is forbidden. If such a folder is created via Explorer, it won't be displayed in the Asset Browser. Inside subfolders of the data folder, no name restrictions are applied and such folders will be displayed by the Asset Browser properly.
Last update: 2021-12-13
Build: ()