This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Archiver

Archiver is a tool for data archiving, which handles UNG files. It implements encrypting to avoid unauthorized data access.
UNG files are transparent to the engine, and their content is handled as not packed. For more details about file packing, see File System.

Notice
The maximum size for a file inside a UNG archive is limited to 2 GB.

To invoke Archiver, run <UnigineSDK>/bin/ung_x64.exe (in Windows) or <UnigineSDK>/bin/ung_x64 (in Linux) from a command-line console.

Command Line Options#

Archiver recognizes the following command-line options:

  • -p PASSWORD — set a password. It should be the same password as passed on engine initialization on the C++ side.
    Notice
    You can skip password setting if it is not required. The engine supports loading UNG packages without password protection even if the password was specified on its initialization.
  • -x FILE — exclude the specified files from packaging into the archive.
  • -o NAME — name the output archive.
  • -e NAME — extract files from the archive.
  • -i NAME — print archive statistics.
  • -c COMPRESSION_TYPE — set compression type. The following compression types are available:
    • none - no compression.
    • speed - fast performance (LZ4).
    • size - best compression (ZLIB). This option is used by default.
Notice
For maximum runtime performance your archives should be packed without compression and without password protection!

Usage Examples#

The following creates an archive named files.ung that contains files file.txt and file.tga using LZ4 compression:

Shell commands
ung_x64 -c speed -o files.ung file.txt file.tga

The following extracts all files from the archive created above:

Shell commands
ung_x64 -e files.ung

The following prints statistics related to the archive:

Shell commands
ung_x64 -i files.ung

The following creates an archive named files.ung that contains files file.txt and file.tga protected with a password "12345":

Shell commands
ung_x64 -p 12345 -o files.ung file.txt file.tga
Last update: 2021-12-13
Build: ()