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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Assets and Runtime Files

Each time an asset is created or imported, the UnigineEditor creates a corresponding file and a *.meta file in the data folder of your project, it can also generate so-called "runtime files" when necessary.

Runtime files are files in UNIGINE's native format (such as compressed .dds textures, .mesh geometry, .anim animations, etc.) used by the Engine at run time.

In the context of runtime files, assets in UNIGINE can be divided into two groups:

  • For a native asset (in UNIGINE's native format) no runtime files will be generated. Such an asset itself will be treated and used as a runtime file.
    Notice
    • Such assets are included in the final build "as is".
    • A *.mesh file can be treated as a non-native asset if the Unchanged option is disabled for it (a corresponding runtime file will be generated).
  • For a non-native asset (e.g. .fbx, .obj, .hdr, etc.) corresponding runtime file(s) will be generated in the data/.runtimes folder.

    A particular case of a non-native asset is a container-asset — such assets have multiple runtime files generated for them (e.g. an FBX asset may produce .node, .mesh, .mat, etc. files).

Notice
You can choose to use a non-native asset as a runtime file, in this case the asset will be treated as a native one (no runtime file will be generated for it).

Assets and corresponding generated runtime files in the data/.runtimes folder

The following table shows the types of runtime files generated for certain types of assets.

Non-native Asset Type Runtime(s) Produced
*.fbx, *.dae, *.3ds

Node (*.node)

Static Meshes (*.mesh)

Skinned Mesh Animations (*.anim)

Materials (*.mat)

Textures (*.dds)

*.obj + *.mtl

Node (*.node)

Static Meshes (*.mesh)

Materials (*.mat)

Textures (*.dds)

*.png, *.jpg, *.tiff, *.dds, *tgs, *.rgb, *.rgba, *.psd, *.hdr, *.pgm, *.ppm, *.sgi Texture (*.dds)

You can use assets_info and assets_list console commands to view information on non-native assets and runtimes generated for them.

To find a runtime file generated for an asset, right-click the asset in the Asset Browser and choose Show Runtime in Explorer in the context menu.

See Also

Last update: 2021-12-13
Build: ()