This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
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
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Programming Overview

This article describes ways of creating projects in Unigine.

The main purpose of the article is to provide insight into setting up the development environment and give the overview of programming. It contains links to other articles that help you to prepare the development environment, choose the language to programming and so on.

Languages#

To create your own project with Unigine, you can use the following programming languages:

UnigineScript can be easily extended through the Unigine API. The Unigine engine enables exporting the C++ and C# code and vice versa. You can write some functionality by using the C++ or C# language, and export it to the UnigineScript. See usage examples articles of C++ API and C# API to know more.

Platforms#

Unigine supports the following platforms:

  • Windows (7 SP1/8/10)
  • Linux (kernel 3.0+)

A 64-bit system is required to develop applications using UNIGINE 2 SDK. The engine fully and efficiently uses multi-core CPU architecture.

With Unigine you can build applications for these platforms with a single codebase.

Read more about the Hardware Requirements.

Development Environments#

You can use any of these PC platforms to write your Unigine-powered project:

  • Windows
  • Linux

In addition to UNIGINE SDK, each platform requires specific software that you need to install in order to start coding. You can find requirements for each platform here:

Execution Sequence#

Unigine's Application Logic System has three main concepts of logic:

  • System logic - the logic of the application. You can implement your logic that will be performed during application life cycle. Your custom logic can be put in the system script file (by using UnigineScript API only), or you can inherit SystemLogic class and implement your logic (C++ and C# APIs).

    UnigineScript unigine.usc system script file is created automatically in the your project's folder. When you create a new C++ / C# project, it has already inherited system logic class with implemented methods to put your logic code inside.

  • World logic - the logic of the world - here you should put the logic of the virtual scene. The logic takes effect when the world is loaded. You can put your logic inside the world script file (by using UnigineScript API only), or you can inherit WorldLogic class and implement your logic (C++ and C# APIs).

    The world script *.usc file is automatically created with the new world and has the name of your project. When you create a new C++ / C# project, it has already inherited world logic class with implemented methods to put your logic code inside.

  • Editor logic - this component is to be used in case you need to implement your own Editor. It has more implemented methods providing you with clear understanding of the current Engine events (a node has been created, a property has been deleted, a material has been changed, etc.). You can inherit EditorLogic class and implement your logic in C++ or C#.
    Default UnigineScript logic for the Editor is loaded from the editor2/editor.usc file stored inside editor2.ung. You can override this UnigineScript logic file by creating a folder named editor2 in your data folder and putting there the editor.usc file with the following code (you can modify this script, but do not remove existing include lines as they are required for Editor operation):

    editor.usc

    Source code
    #include <editor2/editor_tracker.h>
    #include <editor2/editor_video_grabber.h>
    
    int init() {
    	return 1;
    }
    
    int update() {
    	return 1;
    }
    
    int shutdown() {
    	return 1;
    }

    When you create a new C++ / C# project, it has already inherited editor logic class with implemented methods to put your logic code inside.

Notice
In case of inheriting *Logic classes (C++ / C#), implemented methods will be called right after corresponding scripts' methods.

The UNIGINE engine internal code and the application logic are executed in the pre-defined order:

  1. Initialization. During this stage, the required resources are prepared and initialized. As soon as these resources are ready for use, the engine enters the main loop.
  2. Main loop. When UNIGINE enters the main loop, all its actions can be divided into three stages, which are performed one by one in a cycle:
    1. Update stage containing all logic of your application that is performed every frame
    2. Rendering stage containing all rendering-related operations, physics simulation calculations, and pathfinding
    3. Swap stage containing all synchronization operations performed in order to switch between the buffers

    This cycle is repeated every frame while the application is running.

  3. Shutdown. When UNIGINE stops execution of the application, it performs operations related to the application shutdown and resource cleanup.

Read this article to know where to put your logic code.

Also, read the Execution Sequence and Logic System articles to know the detailed workflow of the Unigine engine.

Applying Logic to Objects#

For an object to be conveniently integrated into application logic, it is required to specify the set of user-defined parameters and the way the object will behave and interact with other objects and the scene environment.

Depending on the programming language selected in UNIGINE, you also define the way you are going to apply the logic to objects:

  • By assigning C# components, which are the part of C# Component System (.NET) enabled by default and integrated into the UnigineEditor. It is the easiest way to implement your application logic: all parameters and logic are added to components that can be assigned to any node to be executed.
  • By assigning properties (for C++). Properties can be used on their own for accessing nodes and files or as an integral part of C++ Component System to extend the functionality of nodes. While the property represents a tag for logic and provides a set of user-defined parameters, the logic component integrates a node, a C++ class, containing logic implementation, and a property.

To learn more on the usage of Component Systems, see the following usage example articles:

Intersections#

Interactions between objects can be processed using Intersections. Intersection is a shared point of the defined area (or line) and an object. Unigine has different methods to detect intersections.

There are three main types of intersections:

Usage Examples#

There are three sections with usage example samples:

The programming code is the same for all supported platforms, the difference is in compiling.

For all of these samples we create new projects by using Project Generator. Project Generator creates a new world with the World Light source and the plane mesh.

Last update: 2023-06-23
Build: ()