Engine Functions
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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
The Engine class is required for the engine initialization and executing the main loop of the program. Also, you can get the engine startup options through this class.
See Also#
Analogues of C++ runWorldFunction() methods are described in the engine.world class reference.
Analogues of C++ runEditorFunction() methods are described in the engine.editor class reference.
Analogues of C++ runSystemFunction() methods are described in the engine.system class reference.
Engine Class
Members
engine.getAppPath ( ) #
Returns the path to a directory where binary executable file is stored.Return value
Path to a directory where binary executable file is stored.engine.getArg ( int num ) #
Returns a command line argument by its index.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.engine.getCachePath ( ) #
Returns a path to a directory where cached files will be stored.Return value
Path to the directory with cached files.engine.getDataPath ( ) #
Returns a path to the -data_pathdirectory specified at the engine startup.Return value
Path to the data directory.engine.getLibraryModulePath ( ) #
Returns a path to the Engine's dynamic library file.Return value
Path to the Engine's dynamic library file.engine.getEditorCache ( ) #
Returns a path to the editor script cache file.Return value
Path to the editor script cache.engine.getEditorScript ( ) #
Returns a path to the editor script (provided by the -editor_scriptcommand line argument).Return value
Path to the editor script.engine.getExternDefine ( ) #
Returns the external definitions specified on the application start-up.Return value
The list of external definitions.void engine.setBackgroundUpdate ( int update ) #
Sets the value indicating whether the application window is updated when the window is hidden or out of focus (rendering frames in background). By default your UNIGINE application stops rendering frames and updating its main window, when it window goes out of focus (e.g. user switches to another window). Setting the background update mode enables constant rendering regardless of whether the Engine window is focused or in the background.Arguments
- int update - Engine window update mode: 1 for constantly repeating update cycle (i.e. the application is updated even if the window is hidden or out of focus); otherwise, 0.
int engine.isBackgroundUpdate ( ) #
Returns a value indicating whether the Engine window is updated when the window is hidden or out of focus.Return value
1 if the update cycle is constantly repeated (i.e. the application is updated even if the window is hidden or out of focus); otherwise, 0.string engine.getFeatures ( ) #
Returns the list of features (like OpenGL, Direct3D, Microprofile, Geodetic, etc.).Return value
The list of features (like OpenGL, Direct3D, Microprofile, Geodetic, etc.).static engine.getVersion ( ) #
Returns the Engine version info.Return value
Engine version info.engine.getArg ( int num ) #
Returns the command-line argument by its index.Arguments
- int num - Index of the argument
Return value
Command-line argumentint engine.getNumPluginPaths ( ) #
Returns the number of paths to directories with plugins specified via -plugin_pathcommand-line option.Return value
Number of the specified paths to directories with plugins.int engine.getNumPlugins ( ) #
Returns the number of loaded plugins.Return value
Number of plugins.engine.getPluginPath ( int num ) #
Returns a path to a plugin directory specified via -plugin_path.Arguments
- int num - Plugin path number in the row of the specified plugin paths.
Return value
Path to a plugin directory.float engine.getPresentTime ( ) #
Returns the total time spent on waiting for the GPU after all calculations on the CPU are completed. See the Profiler article for details.Return value
Time value, in milliseconds.Engine::PRECISION engine.getPrecision ( ) #
Returns the Unigine Engine precision type.Return value
Precision type.float engine.getRenderTime ( ) #
Returns the time value, required to prepare all data to be rendered in the current frame and feed rendering commands from the CPU to the GPU. See the Profiler article for details.Return value
Rendering time value, milliseconds.engine.getSavePath ( ) #
Returns a path to a directory where a default configuration file, saved files and screenshots will be stored.Return value
Path to a directory with the default configuration file, saved files, etc.engine.getSoundApp ( ) #
Returns the current sound API.Return value
Sound API used.engine.getSystemCache ( ) #
Returns a path to the system script cache.Return value
Path to the system script cache.engine.getSystemScript ( ) #
Returns a path to the system script.Return value
Path to the system script.float engine.getTotalTime ( ) #
Returns the total time that both rendering and calculating of the frame took (the duration of the main loop in the application execution sequence). Includes update, render, swap and wait GPU.Return value
Total time value, milliseconds.float engine.getTotalCPUTime ( ) #
Returns the total CPU time taken to perform calculations for the frame (the duration of the main loop in the application execution sequence). Includes update, render and swap.Return value
Total CPU time value, milliseconds.float engine.getUpdateTime ( ) #
Returns the duration of the update phase, during which the objects are prepared for their collision response to be calculated.Return value
The update phase duration value, milliseconds.engine.getVideoApp ( ) #
Returns a graphics API used for rendering.Return value
Graphics API used for rendering.void engine.dialogError ( string title ) #
Displays a dialog window with errors set using the error() function.Arguments
- string title - Title to be displayed in the error window.
void engine.dialogMessage ( string title ) #
Displays a dialog window with the last message set using the message() function.Arguments
- string title - Title to be displayed in the message window.
void engine.error ( string format, ... values ) #
Adds a text describing an error to the list of errors.Arguments
- string format - Format of the error text. See the formatting string description.
- ... values - Arguments, multiple allowed.
void engine.message ( string format, ... values ) #
Adds a new message to the list of messages.Arguments
- string format - Format of the message text. See the formatting string description.
- ... values - Arguments, multiple allowed.
void engine.startFps ( ) #
Starts the FPS counter if it was stopped. All function calls are placed into a stack, so the number of calls to this function should correspond to the number of calls to the stopFps() function.void engine.stopFps ( ) #
Stops the FPS counter. This function should be called if application window is hidden or some heavy non-rendering tasks are processing. All function calls are placed into a stack, so the number of calls to this function should correspond to the number of calls to the startFps() function.float engine.getFps ( ) #
Returns the current value of the Engine FPS counter.Return value
Value of the Engine FPS counter.float engine.getIFps ( ) #
Returns an inverse value of the Engine FPS counter.Return value
Inverse value of the Engine FPS counter (1/FPS).float engine.getStatisticsFpsMin ( ) #
Returns the minimum FPS counter value for the last 600 frames.Return value
Minimum FPS counter value for the last 600 frames.float engine.getStatisticsFpsAvg ( ) #
Returns the average FPS counter value for the last 600 frames.Return value
Average FPS counter value for the last 600 frames.float engine.getStatisticsFpsMax ( ) #
Returns the maximum FPS counter value for the last 600 frames.Return value
Maximum FPS counter value for the last 600 frames.int engine.getVideoContextFlags ( ) #
Returns the current video context flags.Return value
A set of current video context flags as an integer value.void engine.quit ( ) #
The Engine requests to exit the application.Last update:
2023-01-11
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