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Video Tutorials
How To
Professional (SIM)
Interface Overview
Assets Workflow
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Light Sources
World Nodes
Sound Objects
Pathfinding Objects
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Materials and Shaders
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
Content Creation
Content Optimization
Material Nodes Library
Art Samples
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Editor Settings and Hotkeys

Editor Settings#

The Editor section of the Settings window displays general settings of the UnigineEditor.

To configure the editor settings, open the Settings window by choosing Window -> Settings in the main menu and select the Editor section.

The following window will open:

Editor Settings window

User Settings#

Cache Directory Contains the path to the directory that stores the editor cache.
Terrain Compression Cache Contains the path to the directory that stores the Terrain cache.
Auto Open Last World Automatically open the most recently closed world on UNIGINE Editor start.
Always Show
Auto-Generated Parameters
Toggles on and off permanent displaying of automatically generated parameters.
Use GPU Texture Compression Toggles on and off GPU texture compression.
Precompile All Shaders Toggles precompilation of all shaders on and off. This is an important features guaranteeing that at the time your project is complete and final builds are ready to be handed over to the customer you have a complete shader cache. This significally reduces the number of freezes in the final release build and equalizes your application framerate. Shaders are precompiled for all materials in the project.
Keep Running
in Background
If enabled, UNIGINE Editor keeps running in the background, when minimized or is not in focus.
Show Tooltips Toggles displaying of tooltips on hovering UI elements on and off.
Ask To Save The World
Each Time When Clicking Play
If enabled, UNIGINE Editor asks whether to save the world every time you click the Play button.
Ask To Save The World
Each Time When Enabling
Physics Simulation
If enabled, UNIGINE Editor asks whether to save the world every time you click the Physics Simulation button.

Project Settings#

Reset Time For Nodes
To Zero On World Saving
Enables resetting current animation or playback time for certain nodes (SoundSource, ObjectWaterGlobal, WorldTransformPath, ObjectMeshSkinned, ObjectCloudLayer) to zero when saving a world (current values are restored after saving). This helps eliminate the problem with large diffs generated by version control systems in case of saving a world after opening it in the Editor and simply playing skinned mesh animations, sounds, or just having particles, water, and clouds simulation enabled.
Migration Enabled

Enables automatic upgrading for outdated assets added to your project to the current SDK version.

Upgrade is performed automatically in the following cases:

  • When importing an outdated asset via the Asset Browser.
  • When importing a package with an outdated asset.
  • When copying an outdated asset to the project's data folder. If UNIGINE Editor is not running, assets will be upgraded during the next launch.
Migration Directory

Path to the Migration Directory, a temporary folder for the outdated assets.

Outdated assets are copied into this folder and processed by the upgrade script. Upon successful completion of the process upgraded assets replace the original ones.

The only way to upgrade assets stored in a mount point via UNIGINE Editor is to add this mount point to the project when the editor is not running. In this case, the assets will be upgraded on the next launch. However, it is recommended to upgrade assets inside mount points manually by using the upgrade.usc script.

Editor Hotkeys#

The Hotkeys section of the Settings window displays all hotkeys and key combinations that are used in the UnigineEditor and provides you with an opportunity to assign custom hotkeys and key combinations for the required action.

To configure hotkeys, open the Settings window by choosing Window -> Settings in the main menu and select the Hotkeys section.

The following window will open:

Components of the Hotkeys Settings window

Each action is represented by a key or a key combination. Ctrl, Alt, Shift, and mouse buttons are used as modifiers for the key bindings. Some actions can be represented by the modifiers only.

The mouse buttons can be used as the modifiers only for some actions.

The controls are stored in a preset. There are 2 types of presets that are used in UnigineEditor:

Using Built-in Presets#

A built-in preset is used as the basis of a custom preset.

List of built-in presets

There are 2 built-in presets:

UNIGINE 2 The main preset. Hotkeys and key combinations that are used in this preset are usual for many 3D editors, for example, 3D-Coat, Maya, Marmoset, Unreal Engine, Unity, and so on.
3ds Max This preset contains hot keys that are used in 3ds Max.
You cannot change a built-in preset. Only custom presets can be modified.

If you change the default hotkey or key combination and click Apply, you will be offered to save your modifications to a custom preset.

Such approach allows you to go back to using the built-in preset at any time.

Creating Custom Presets#

Custom presets are necessary when you want to change some hot keys (or key combinations) and save these changes.

You can create a custom preset by creating a copy of one of the built-in presets. To create a custom preset:

  1. In the Controls window, choose the built-in preset, on which a new preset will be based.
  2. Click Save as...

    Specify the name for the new preset in the window that opens:

    In the Save Preset As file dialog window that opens, specify the name of the *.preset file and where to save it.

  3. Click Ok. The new preset will be set as the current one.

The new custom preset will contain all the hot keys and key combinations of the built-in preset. You can modify key combinations for any necessary actions and then apply changes by clicking Apply. To discard your changes, click Reject

Last update: 2022-12-14
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