This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
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++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.Properties Class

The functions below are used to control property loading and management within the project: you can get, clone, inherit, or remove any property within the project. Reparenting is supported for all non-manual and editable properties.

Notice
  • This class is a singleton.
  • To modify a single property, use functions of the Property class.

Handling Events#

You can subscribe for events to track any changes made to any property and perform certain actions. The signature of the handler function must be as follows:

Source code (C#)
void handler_function_name(Property property);
Here is an example of tracking property removal via events:
Source code (C#)
public void property_removed(Property property)
		{
			Log.Message("Property \"{0}\" was removed.\n", property.Name);
		}

		// somewhere in the code

		// inherit a new property named "new_property_1" from the base property "surface_base"
		Properties.FindManualProperty("surface_base").Inherit("new_property_1");

		// subscribing for property removal event
		Properties.EventRemoved.Connect(property_removed);

		// remove the property named "new_property_1"
		Properties.RemoveProperty(Properties.FindProperty("new_property_1").GUID);

See Also#

  • C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Properties

Properties Class

Properties

int NumProperties#

The total number of properties loaded for the project.

Event<Property> EventRemoved#

The event triggered when a property is removed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Property property)

Usage Example

Source code (C#)
// implement the Removed event handler
void removed_event_handler(Property property)
{
	Log.Message("\Handling Removed event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections removed_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Properties.EventRemoved.Connect(removed_event_connections, removed_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Properties.EventRemoved.Connect(removed_event_connections, (Property property) => { 
		Log.Message("Handling Removed event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
removed_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Removed event with a handler function
Properties.EventRemoved.Connect(removed_event_handler);


// remove subscription to the Removed event later by the handler function
Properties.EventRemoved.Disconnect(removed_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection removed_event_connection;

// subscribe to the Removed event with a lambda handler function and keeping the connection
removed_event_connection = Properties.EventRemoved.Connect((Property property) => { 
		Log.Message("Handling Removed event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
removed_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
removed_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
removed_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Removed events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Properties.EventRemoved.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Properties.EventRemoved.Enabled = true;

Event<Property> EventReparented#

The event triggered when the parent of a property is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Property property)

Usage Example

Source code (C#)
// implement the Reparented event handler
void reparented_event_handler(Property property)
{
	Log.Message("\Handling Reparented event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections reparented_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Properties.EventReparented.Connect(reparented_event_connections, reparented_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Properties.EventReparented.Connect(reparented_event_connections, (Property property) => { 
		Log.Message("Handling Reparented event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
reparented_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Reparented event with a handler function
Properties.EventReparented.Connect(reparented_event_handler);


// remove subscription to the Reparented event later by the handler function
Properties.EventReparented.Disconnect(reparented_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection reparented_event_connection;

// subscribe to the Reparented event with a lambda handler function and keeping the connection
reparented_event_connection = Properties.EventReparented.Connect((Property property) => { 
		Log.Message("Handling Reparented event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
reparented_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
reparented_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
reparented_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Reparented events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Properties.EventReparented.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Properties.EventReparented.Enabled = true;

Event<Property> EventRenamed#

The event triggered when the name of a property is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Property property)

Usage Example

Source code (C#)
// implement the Renamed event handler
void renamed_event_handler(Property property)
{
	Log.Message("\Handling Renamed event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections renamed_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Properties.EventRenamed.Connect(renamed_event_connections, renamed_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Properties.EventRenamed.Connect(renamed_event_connections, (Property property) => { 
		Log.Message("Handling Renamed event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
renamed_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Renamed event with a handler function
Properties.EventRenamed.Connect(renamed_event_handler);


// remove subscription to the Renamed event later by the handler function
Properties.EventRenamed.Disconnect(renamed_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection renamed_event_connection;

// subscribe to the Renamed event with a lambda handler function and keeping the connection
renamed_event_connection = Properties.EventRenamed.Connect((Property property) => { 
		Log.Message("Handling Renamed event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
renamed_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
renamed_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
renamed_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Renamed events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Properties.EventRenamed.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Properties.EventRenamed.Enabled = true;

Event<Property> EventMoved#

The event triggered when the path of a property is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Property property)

Usage Example

Source code (C#)
// implement the Moved event handler
void moved_event_handler(Property property)
{
	Log.Message("\Handling Moved event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections moved_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Properties.EventMoved.Connect(moved_event_connections, moved_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Properties.EventMoved.Connect(moved_event_connections, (Property property) => { 
		Log.Message("Handling Moved event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
moved_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Moved event with a handler function
Properties.EventMoved.Connect(moved_event_handler);


// remove subscription to the Moved event later by the handler function
Properties.EventMoved.Disconnect(moved_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection moved_event_connection;

// subscribe to the Moved event with a lambda handler function and keeping the connection
moved_event_connection = Properties.EventMoved.Connect((Property property) => { 
		Log.Message("Handling Moved event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
moved_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
moved_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
moved_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Moved events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Properties.EventMoved.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Properties.EventMoved.Enabled = true;

Event<Property> EventCreated#

The event triggered when a new property is created. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Property property)

Usage Example

Source code (C#)
// implement the Created event handler
void created_event_handler(Property property)
{
	Log.Message("\Handling Created event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections created_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Properties.EventCreated.Connect(created_event_connections, created_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Properties.EventCreated.Connect(created_event_connections, (Property property) => { 
		Log.Message("Handling Created event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
created_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Created event with a handler function
Properties.EventCreated.Connect(created_event_handler);


// remove subscription to the Created event later by the handler function
Properties.EventCreated.Disconnect(created_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection created_event_connection;

// subscribe to the Created event with a lambda handler function and keeping the connection
created_event_connection = Properties.EventCreated.Connect((Property property) => { 
		Log.Message("Handling Created event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
created_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
created_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
created_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Created events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Properties.EventCreated.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Properties.EventCreated.Enabled = true;

Members


Property GetProperty ( int num ) #

Returns a property by its number. The returned property can be modified by using methods of the Property class.
Source code (C#)
Property[] my_properties = new Property[properties.getNumProperties()];
for (int i = 0; i < properties.getNumProperties(); i++)
{
	my_properties[i] = properties.getProperty(i);
}

Arguments

Return value

Property instance if it exists or NULL.

bool IsProperty ( string name ) #

Checks if a property with the given name exists.

Arguments

  • string name - Name of the property.

Return value

1 if a property with the given name exists; otherwise, 0.

bool IsProperty ( UGUID guid ) #

Checks if a property with the given GUID exists.

Arguments

Return value

1 if a property with the given GUID exists; otherwise, 0.

bool IsManualProperty ( string name ) #

Checks if a property with the given name exists.

Arguments

  • string name - Name of the manual property.

Return value

1 if a manual property with the given name exists; otherwise, 0.

string GetPropertyName ( int num ) #

Returns the name of the property by its number.

Arguments

Return value

Name of the property.
Notice
If the property with the specified number is internal and has a parent, the parent's name will be returned.

Property CloneProperty ( UGUID guid, string name = 0, string path = 0 ) #

Clones the property and assigns the specified name and path to the clone.
Notice
Without a name the cloned property won't be displayed in the properties hierarchy, without a path it won't be saved when saveProperties() is called.

Arguments

  • UGUID guid - GUID of the property to clone.
  • string name - Cloned property name.
  • string path - Path to save the cloned property.

Return value

Property instance if the property with the specified GUID exists or nullptr.

Property FindProperty ( string name ) #

Searches for a property with the given name. The returned property can be managed using the methods of the Property class.

Arguments

  • string name - Property name.

Return value

Property, if it is found (an instance of the Property class); otherwise, nullptr.

Property FindManualProperty ( string name ) #

Searches for a manual property with the given name. The returned property can be managed using the methods of the Property class.

Arguments

  • string name - Manual property name.

Return value

Manual property, if it is found (an instance of the Property class); otherwise, nullptr.

Property FindPropertyByGUID ( UGUID guid ) #

Searches for a property with the given GUID. The returned property can be managed using the methods of the Property class.

Arguments

Return value

Property, if it is found (an instance of the Property class); otherwise, nullptr.

Property FindPropertyByPath ( string path ) #

Searches for a property with the given path. The returned property can be managed using the methods of the Property class.

Arguments

  • string path - Property path.

Return value

Property, if it is found (an instance of the Property class); otherwise, nullptr.

Property FindPropertyByFileGUID ( UGUID guid ) #

Searches for a property with the given *.prop file GUID. The returned property can be managed using the methods of the Property class.

Arguments

Return value

Property, if it is found (an instance of the Property class); otherwise, nullptr.

Property LoadProperty ( string path ) #

Loads a property from the specified *.prop file. The returned property can be managed using the methods of the Property class.

Arguments

  • string path - Path to the *.prop file to load a property from.

Return value

Property, if it is loaded successfully (an instance of the Property class); otherwise, nullptr.

Property InheritProperty ( UGUID guid, string name = 0, string path = 0 ) #

Inherits a property from the given property and assigns the specified name and path to the new property.
Notice
Without a name the inherited property won't be displayed in the properties hierarchy, without a path it won't be saved when saveProperties() is called.

Arguments

  • UGUID guid - GUID of the property to inherit from.
  • string name - Inherited property name.
  • string path - Path to save the inherited property.

Return value

Property instance if the property with the specified GUID exists or nullptr.

bool RemoveProperty ( UGUID guid, bool remove_file = 0, bool remove_children = 1 ) #

Removes the property with the specified GUID.
Notice
A root property (the property that has no parent) or a non-editable property cannot be removed using this function.

Arguments

  • UGUID guid - GUID of the property to remove.
  • bool remove_file - Flag indicating if the corresponding *.prop file will be deleted. Set 1 to delete the file, or 0 to keep it.
  • bool remove_children - Flag indicating if all children of the property will be deleted. Set 1 to delete all children of the property, or 0 to link all children to the parent.

Return value

1 if the property is removed successfully; otherwise, 0.

bool RenameProperty ( UGUID guid, string new_name ) #

Changes the name of the property with the specified GUID.
Notice
  • The name of the *.prop file is not affected.
  • This method is not available for the manual and non-editable properties.

Arguments

  • UGUID guid - GUID of the property to be renamed.
  • string new_name - New name for the property to be set.

Return value

1 if the property is renamed successfully; otherwise, 0.

bool ReplaceProperty ( Property property, Property new_property ) #

Replaces the specified property with a new one for all nodes and surfaces. The new property that replaces the specified one must exist. For example, if you have 3 nodes with the same property, calling this method will change this property to the specified one for all these nodes.

Arguments

  • Property property - Property to be replaced.
  • Property new_property - New property.

Return value

1 if the property is replaced successfully; otherwise, 0.

bool ReparentProperty ( UGUID guid, UGUID new_parent, bool save_all_values = 0 ) #

Sets a new parent for the specified property. Both properties with given GUIDs must exist.
Notice
The method isn't available for the manual and non-editable properties.

Arguments

  • UGUID guid - GUID of the property whose parent is to be changed.
  • UGUID new_parent - GUID of the property to be set as a new parent.
  • bool save_all_values - Flag indicating if parameter values of the specified property will be saved after reparenting.

Return value

1 if the parent for the property is changed successfully; otherwise, 0.

void ReloadProperties ( ) #

Reloads all *.prop files from all data folders.
Notice
If new *.prop files are found, they will be loaded automatically. The hierarchy will be rebuilt if necessary, while keeping all overridden parameter values.

int SaveProperties ( ) #

Saves all properties that can be saved to corresponding *.prop files.
Notice
This method will save only the properties that:

Return value

1 if all properties are saved successfully; otherwise, 0.
Last update: 2024-12-13
Build: ()