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
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
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Using Editor Tools for Specific Tasks

UnigineEditor tools are available via the Menu Bar: to open a tool window, choose Tools and click the required tool.

The following tools are available:

  • Video Grabber tool is used for capturing high-quality screenshots and frame sequences.

    Notice
    The Video Grabber tool is available only in the Engineering and Sim versions of UNIGINE SDK.
  • Impostors Creator tool is used to create impostors that are rendered instead of real objects.
  • Randomizer tool is used for random placing of various objects (cars, houses, trees and so on) making the environment look more natural.
  • Batch Rename window used for easy renaming of multiple assets in one click.
  • Bake Lighting window is used for all light baking tasks.
  • Tracker tool is used for creating sequences animated over time that allows for adding dynamic gameplay elements or making in-game cinematic scenes.
  • Cleaner tool is used to optimize the project by deleting assets that won’t be used in the final build.
  • Performance Profiler tool is used to display performance data in a timeline. It allows for detecting bottlenecks of an application and checking assets and code optimization results.
  • Microprofile is used to inspect performance.
  • Content Profiler is used to facilitate the content optimization.
  • Sandworm tool is used to create a Landscape Terrain/Global Terrain according to provided geodata. The tool features the following:

    • Processing real world elevation and imagery data by using the GDAL.
    • Using GIS data for procedural generation of details and vegetation, roads, communications, buildings, landmarks, and so on.
    • Supporting multiple data layers aligned by geo-coordinates and used for terrain LODs creation.
Last update: 2024-12-13
Build: ()