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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
Fundamentals
Setting Up Development Environment
Usage Examples
C++
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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Interface Overview

UnigineEditor provides the core functionality for creation and editing of virtual worlds for UNIGINE-based applications. It allows you to easily view and modify virtual worlds by adding, transforming and editing the nodes.

The main window of the UnigineEditor is made up of tabbed windows which can be easily rearranged, grouped, detached and docked.

You can customize UI layout to fit your preferences or a specific type of work.

The default layout (shown below) gives you access to the most commonly used windows.

Main window of the Editor

Menu Bar#

A Menu bar provides access to general panels and commands that are used when creating virtual worlds. It has a batch of options that allows you to:

Toolbar#

The Toolbar provides access to the most frequently used working features:

  • placement tools available in the Object Mode;
  • toggles that enable you to control animation, sound playback, and physics simulation;
  • and the rightmost elements that enable you to access light baking and control shader compilation.
Notice
In projects using .NET API, the Toolbar has additional controls for running applications.

On the left side, there is the mode switching button. It switches between the following modes:

Object Mode

Enables basic tools for selection and positioning of objects on the scene (Shift+1 hotkey).

Texture Paint Mode

Opens Texture Editor to edit and paint textures (Shift+2 hotkey).

Landscape Paint Mode

Opens Brush Editor to edit Landscape Layer Map (Shift+3 hotkey).

Clutter Mask Paint Mode

Opens Mask Editor for creating and editing mask images for Grass, Mesh Clutter or World Clutter (Shift+4 hotkey).

Cluster Paint Mode

Opens Cluster Editor to edit Mesh Cluster objects (Shift+5 hotkey).

Terrain Global Paint Mode

Opens Brush Editor to edit Terrain Global (Shift+6 hotkey).

Viewports#

Editor viewport allows you to visually navigate and edit your virtual world. The number of Editor viewports that can be opened simultaneously is not limited. Parameters of each editor viewport can be adjusted separately. The window includes the following panels:

  • Camera Panel that allows you to switch between cameras, add new cameras to the current world, open the Camera Settings window or lock the current camera
  • Helpers Panel provides quick access to frequently used helpers (ViewCube, FPS Counter, etc.)
  • Rendering Debug Panel that enables fast visual debugging by displaying the contents of rendering buffers
  • Navigation Panel that lets you quickly change camera speed and position.

Engine viewport is designed for application debugging and profiling - it renders the image from the Engine Camera.

Main Windows#

Asset Browser#

Asset Browser is a tool that is used to organize content in your project. The Assets System keeps all links and dependencies between the resources when you edit, rename or move them within the project. It allows you to:

  • Create and import assets
  • Organize yor assets: rename, move them between the folders and manage their hierarchy
  • View assets and add them directly to the scene

World Hierarchy#

World Nodes window is a convenient tool for working with the hierarchy of nodes present in the scene. It allows you to:

  • Organize nodes into a hierarchy
  • Find a node by its name an quickly navigate to its location
  • Perform basic operations with the selected nodes (clone, remove, export, etc.)

Materials Hierarchy#

Materials window serves for organizing and modifying UNIGINE materials. It allows you to:

  • Get instant access to built-in UNIGINE materials
  • Inherit materials and modify them
  • Organize materials into a hierarchy
  • Perform basic operations with the selected materials (clone, remove, etc.)

Learn more about materials hierarchy management.

Properties Hierarchy#

Properties window is used to modify and organize nodes properties (sets of custom options). It allows you to:

  • Organize properties into a hierarchy
  • Perform basic operations with the selected properties (clone, remove, etc.)
  • Enable property-specific options

Parameters#

A multi-purpose Parameters window allows you to modify parameters of any element selected in the World Nodes, Materials, or Properties window, as well as in the Asset Browser. It offers the following features:

  • Quick access to all parameters of the selected object
  • Simultaneous editing of multiple selected objects of the same type
  • Copying and pasting of transformation parameters and surface parameters by using the context menu

Video Tutorial: Interface Overview#

Last update: 2023-06-23
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