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
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

Configuration Files

All global engine-related and project-related settings are grouped and stored in separate configuration files. Each configuration file is an XML file that stores settings of a certain type. The set of configuration files is as follows:

Notice
The extension of each configuration file doesn't matter, however, it is recommended to use these extensions for consistency.

The settings from these files are read by the Engine on the application start-up and used for engine initialization.

By default, the set of default configuration files is created automatically on project creation in the project's data/configs folder available as a separate configs section of the Asset Browser.

Configuration files in the Asset Browser

The *.boot configuration file stores the information about location of other configuration files for convenience. The path to the boot configuration file is set by using the -boot_config command-line option on the application start-up.

The paths to the configuration files can be both absolute or relative. An absolute path is always used as is. If a relative path is specified, searching of the configuration file is performed as follows:

  1. If the -project_name CLI option is set, the project folder in the User profile will be checked first for the configuration file. At that, only the name of the specified file will be checked. For example, if you run the application as follows:
    Shell commands
    bin/main_x64d.exe -project_name "my_project" -boot_config "configs/my_config.boot"
    The engine will check the my_config.boot file in the following folder:
    • On Windows, C:/Users/<username>/my_project/data/configs/
    • On Linux, /home/<username>/.my_project/data/configs/
  2. By default, the path to the configuration file will be checked relative to the -data_path.
  3. If the configuration file isn't found, the engine will try to create a default file relative to the data folder or in the project folder specified in the -project_name.
Notice
If the configuration files are stored in a *.ung package, they won't be loaded and, therefore, the engine will be initialized with the default settings. However, when the file system is initialized, you can specify the path to the configuration files stored in the package via the set of corresponding console commands: Then you can load the configuration files by using the corresponding *_load console commands.

Startup Configuration#

This is the main configuration file containing the following Engine startup parameters:

Expand the following spoiler to see an example of boot configuration file:

Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<boot version="2.17" autosave="0">
	<gui_path>core/gui/</gui_path>
	<engine_log>log.txt</engine_log>
	<system_script>core/unigine.usc</system_script>
	<cache_path/>
	<system_cache>unigine.cache</system_cache>
	<editor_cache>editor.cache</editor_cache>
	<video_app>auto</video_app>
	<sound_app>auto</sound_app>
	<extern_define/>
	<console_command/>
	<window_title>Project Name</window_title>
	<plugin_paths>
		<path>plugins/</path>
		<path>../extra/plugins/</path>
	</plugin_paths>
	<extern_plugins>
		<plugin>OpenVR</plugin>
		<plugin>AdditionalPlugin</plugin>
	</extern_plugins>
	<console>
		<async_log_mode>0</async_log_mode>
		<async_log_priority>0</async_log_priority>
		<background_update>0</background_update>
		<config>configs/default.config</config>
		<console_font>core/gui/console.ttf</console_font>
		<console_size>16</console_size>
		<controls_config>configs/default.controls</controls_config>
		<filesystem_mmap>1</filesystem_mmap>
		
		<process_priority>1</process_priority>
		<profiler_font>core/gui/font.ttf</profiler_font>
		<profiler_size>13</profiler_size>
		<splash_screen>0</splash_screen>
		<starting_world>my_world</starting_world>
		<swap_delay_warning>0</swap_delay_warning>
		<swap_delay_warning_time>200</swap_delay_warning_time>
		<textures_cache_preload>1</textures_cache_preload>
		<user_config>configs/default.user</user_config>
		<video_adapter>0</video_adapter>
		<video_debug>0</video_debug>
		<video_debug_shaders>0</video_debug_shaders>
		<main_window_fullscreen>0</main_window_fullscreen>
		<main_window_size>1600 900</main_window_size>
		<main_window_resizable>1</main_window_resizable>
		<main_window_auto_restart>1</main_window_auto_restart>
		<main_window_borders>1</main_window_borders>
		<main_window_fullscreen_display>0</main_window_fullscreen_display>
		<main_window_fullscreen_display_mode>0</main_window_fullscreen_display_mode>
		<world_manager_images_memory>128</world_manager_images_memory>
		<world_manager_meshes_memory>128</world_manager_meshes_memory>
	</console>
	<screen>
		<width>570</width>
		<height>400</height>
		<background_color>0, 0, 0, 0</background_color>
		<transform>0.5, 0.33, 0.5, 0.5</transform>
		<threshold>16</threshold>
		<texture>textures/boot_screen.png</texture>
		<font>fonts/boot_screen_font.ttf</font>
		<text>
			<![CDATA[
				<p align="center">
					<font color="#606060" size="16">
						<xy y="%100" dy="-20"/>Project Name
					</font>
				</p>
			]]>
		</text>
		<messages>
			<engine_init>Custom message for engine initialization.</engine_init>
			<file_system_init>Custom message for file system initialization.</file_system_init>
			<materials_init>Custom message for materials initialization.</materials_init>
			<properties_init>Custom message for properties initialization.</properties_init>
			<plugins_init>Custom message for plugins initialization.</plugins_init>
			<shaders_compilation>Custom message for shaders compilation.</shaders_compilation>
		</messages>
	</screen>
</boot>

By default, the configs/default.boot file is used. To run the application with another boot configuration file, specify the path to it using the -boot_config command-line option.

The boot configuration file has the following structure:

Source code (XML)
<boot version="2.12" autosave="0">
	<cli_option>value</cli_option>
	...
	<console>
		<console_command>value</console_command>
		...
	</console>
	<screen>
		...
	</screen>
</boot>

The application start-up options can be set via both the command-line and the boot configuration file. The CLI options specified on the application start-up always take precedence over the ones stored in the configuration file.

Notice
Values stored in this config file are overridden by the command-line parameters specified at the Engine startup. For example, if you specify the -video_app command-line option on the application start-up, the corresponding setting video_app in the configuration file will be ignored.

The configuration file contains the following parameters:

To read values from the configuration file and write them back, use functionality of the BootConfig class.

Application Configuration#

This file stores all custom application settings. By default, the configs/default.config file is used. To use another configuration file, specify the path to it in the boot configuration file.

The configuration file has the following format:

Source code (XML)
<config version="2.12" autosave="1">
	<item name="option_name" type="option_type">option_value</item>
	...
	<item name="option_name" type="option_type">option_value</item>
</config>

Expand the following spoiler to see an example of application configuration file:

Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<config version="2.13" autosave="1">
	<player_avatar>soldier</player_avatar>
	<skip_curscenes>1</skip_curscenes>
	<bulletshell_lifetime>100</bulletshell_lifetime>
</config>

The autosave attribute enables automatic saving of configuration settings to the file on loading, closing, and saving the world, as well as on the Engine shutdown.

Each item corresponds to one setting:

  • option_name - a name of the engine-related and project-related setting. It is the same as a name of the corresponding console variable.
  • option_type - a type of the setting: bool, int, float, string.

To read values from the configuration file and write them back, use functionality of the Config class. Use the appropriate methods depending on the type of the target item.

Controls Configuration#

This file stores keyboard control keys and settings defining the mouse behavior. These settings are configured via the UnigineEditor (Windows -> Settings -> Runtime -> Controls).

By default, the configs/default.controls file is used. To use another configuration file, specify the path to it in the boot configuration file.

The controls configuration file has the following format:

Source code (XML)
<controls version="2.12" autosave="1">
	<controls_always_run>1</controls_always_run>
	<controls_mouse_handle>0</controls_mouse_handle>
	<controls_mouse_inverse>0</controls_mouse_inverse>
	<controls_mouse_sensitivity>1</controls_mouse_sensitivity>
	<keys>
		<119/>
		...
	</keys>
	<buttons>
		<0/>
		...
	</buttons>
</controls>

Expand the following spoiler to see an example of controls configuration file:

Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<controls version="2.13" autosave="1">
	<controls_always_run>0</controls_always_run>
	<controls_mouse_handle>0</controls_mouse_handle>
	<controls_mouse_inverse>0</controls_mouse_inverse>
	<controls_mouse_sensitivity>1</controls_mouse_sensitivity>
	<keys>
		<119/>
		<115/>
		<97/>
		<100/>
		<268/>
		<269/>
		<266/>
		<267/>
		<113/>
		<101/>
		<270/>
		<259/>
		<0/>
		<281/>
		<282/>
		<288/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
	</keys>
	<buttons>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<1/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
		<0/>
	</buttons>
</controls>

The parameters are:

  • The autosave attribute enables automatic saving of controls configuration to the file on loading, closing, and saving the world, as well as on the Engine shutdown.
  • controls_always_run - sets the Always Run option.
  • controls_mouse_handle - sets the Mouse Handle option.
  • controls_mouse_inverse - sets the Invert Mouse option.
  • controls_mouse_sensitivity - sets the Mouse Speed option.
  • keys - a set of key bindings to the STATE_* states of the Control class.
  • buttons - a set of mouse button bindings to the STATE_* states of the Control class.

To manage the controls configuration, use functionality of the ControlsApp class or classes derived from the Controls class.

User Configuration#

This file stores various personal settings, such as helpers (wireframe, profiler, etc.). By default, the configs/default.user file is used. To use another configuration file, specify the path to it in the boot configuration file.

Notice
This configuration file should be added to the ignore list of your Version Control System (VCS) as it stores preferences of a particular user.

The user configuration file has the following format:

Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<config version="2.19.0.2" autosave="1">
	<parameter>value</parameter>
	...
</user>

Expand the following spoiler to see an example of user configuration file:

Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<user version="2.19.0.2" autosave="1">
	<console_height>75</console_height>
	<console_key>BACK_QUOTE</console_key>
	<console_key_modifier/>
	<console_onscreen>0</console_onscreen>
	<console_onscreen_font_size>14</console_onscreen_font_size>
	<console_onscreen_height>20</console_onscreen_height>
	<console_onscreen_time>2</console_onscreen_time>
	<console_wrapping>0</console_wrapping>
	<materials_reload_event>1</materials_reload_event>
	<microprofile_dump_frames>500</microprofile_dump_frames>
	<microprofile_enabled>1</microprofile_enabled>
	<microprofile_webserver_frames>200</microprofile_webserver_frames>
	<physics_show_collision_surfaces>0</physics_show_collision_surfaces>
	<physics_show_contacts>0</physics_show_contacts>
	<physics_show_joints>0</physics_show_joints>
	<physics_show_shapes>0</physics_show_shapes>
	<physics_show_shapes_distance>500</physics_show_shapes_distance>
	<render_show_alpha_test>0</render_show_alpha_test>
	<render_show_ambient>0</render_show_ambient>
	<render_show_cascades>0</render_show_cascades>
	<render_show_clusters>0</render_show_clusters>
	<render_show_collision_mask>0</render_show_collision_mask>
	<render_show_collision_mask_bits>-1</render_show_collision_mask_bits>
	<render_show_complex_shadow_shader>0</render_show_complex_shadow_shader>
	<render_show_decals>0</render_show_decals>
	<render_show_dynamic>0</render_show_dynamic>
	<render_show_emission>0</render_show_emission>
	<render_show_field_mask>0</render_show_field_mask>
	<render_show_field_mask_bits>-1</render_show_field_mask_bits>
	<render_show_geodetic_pivot>0</render_show_geodetic_pivot>
	<render_show_immovable>0</render_show_immovable>
	<render_show_intersection>0</render_show_intersection>
	<render_show_intersection_mask>0</render_show_intersection_mask>
	<render_show_intersection_mask_bits>-1</render_show_intersection_mask_bits>
	<render_show_landscape_albedo>0</render_show_landscape_albedo>
	<render_show_landscape_mask>0</render_show_landscape_mask>
	<render_show_landscape_terrain_vt_streaming>0</render_show_landscape_terrain_vt_streaming>
	<render_show_lighting_mode>0</render_show_lighting_mode>
	<render_show_lightmap_checker>0</render_show_lightmap_checker>
	<render_show_manual_materials>0</render_show_manual_materials>
	<render_show_material_mask>0</render_show_material_mask>
	<render_show_material_mask_bits>-1</render_show_material_mask_bits>
	<render_show_mesh_dynamics>0</render_show_mesh_dynamics>
	<render_show_mesh_statics>0</render_show_mesh_statics>
	<render_show_navigation_mask>0</render_show_navigation_mask>
	<render_show_navigation_mask_bits>-1</render_show_navigation_mask_bits>
	<render_show_nodes_interaction_clutter>0</render_show_nodes_interaction_clutter>
	<render_show_nodes_interaction_grass>0</render_show_nodes_interaction_grass>
	<render_show_nodes_interaction_trigger>0</render_show_nodes_interaction_trigger>
	<render_show_non_manual_materials>0</render_show_non_manual_materials>
	<render_show_obstacle_mask>0</render_show_obstacle_mask>
	<render_show_obstacle_mask_bits>-1</render_show_obstacle_mask_bits>
	<render_show_occluder>0</render_show_occluder>
	<render_show_physical_exclusion_mask>0</render_show_physical_exclusion_mask>
	<render_show_physical_exclusion_mask_bits>-1</render_show_physical_exclusion_mask_bits>
	<render_show_physical_mask>0</render_show_physical_mask>
	<render_show_physical_mask_bits>-1</render_show_physical_mask_bits>
	<render_show_physics_intersection>0</render_show_physics_intersection>
	<render_show_physics_intersection_mask>0</render_show_physics_intersection_mask>
	<render_show_physics_intersection_mask_bits>-1</render_show_physics_intersection_mask_bits>
	<render_show_queries>0</render_show_queries>
	<render_show_scissors>0</render_show_scissors>
	<render_show_shadow_mask>0</render_show_shadow_mask>
	<render_show_shadow_mask_bits>-1</render_show_shadow_mask_bits>
	<render_show_sound_occlusion_mask>0</render_show_sound_occlusion_mask>
	<render_show_sound_occlusion_mask_bits>-1</render_show_sound_occlusion_mask_bits>
	<render_show_sound_reverb_mask>0</render_show_sound_reverb_mask>
	<render_show_sound_reverb_mask_bits>-1</render_show_sound_reverb_mask_bits>
	<render_show_sound_source_mask>0</render_show_sound_source_mask>
	<render_show_sound_source_mask_bits>-1</render_show_sound_source_mask_bits>
	<render_show_surface_custom_texture>0</render_show_surface_custom_texture>
	<render_show_surface_custom_texture_not_available>0</render_show_surface_custom_texture_not_available>
	<render_show_surface_custom_texture_not_used>0</render_show_surface_custom_texture_not_used>
	<render_show_texture_resolution>0</render_show_texture_resolution>
	<render_show_textures>0</render_show_textures>
	<render_show_textures_number>7</render_show_textures_number>
	<render_show_textures_offset>0</render_show_textures_offset>
	<render_show_transparent>0</render_show_transparent>
	<render_show_triangles>0</render_show_triangles>
	<render_show_vertex_color>0</render_show_vertex_color>
	<render_show_viewport_mask>0</render_show_viewport_mask>
	<render_show_viewport_mask_bits>-1</render_show_viewport_mask_bits>
	<render_show_voxel_probe_visualizer>0</render_show_voxel_probe_visualizer>
	<render_show_world_shadow_casters>0</render_show_world_shadow_casters>
	<screenshot_extension>tga</screenshot_extension>
	<show_fps>0</show_fps>
	<show_profiler>0</show_profiler>
	<show_profiler_charts>1</show_profiler_charts>
	<show_profiler_generic>0</show_profiler_generic>
	<show_profiler_memory>0</show_profiler_memory>
	<show_profiler_physics>0</show_profiler_physics>
	<show_profiler_render>1</show_profiler_render>
	<show_profiler_thread>0</show_profiler_thread>
	<show_profiler_world>0</show_profiler_world>
	<show_visualizer>0</show_visualizer>
	<visualizer_fix_flicker>1</visualizer_fix_flicker>
	<world_handler_3d>0</world_handler_3d>
	<world_handler_distance>500</world_handler_distance>
	<world_show_handler/>
	<world_show_spatial>0</world_show_spatial>
	<world_show_visualizer/>
	<console_bindings/>
</user>

The autosave attribute enables automatic saving of user configuration settings to the file on loading, closing, and saving the world, as well as on the Engine shutdown.

The following console variables are defined in the user configuration file:

To control the user configuration file, use functionality of the UserConfig class.

Last update: 2024-09-11
Build: ()