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

Built-in Nodes Types

Unigine provides a set of built-in node types allowing you to create a world containing practically all of the objects present in real life. For convenience, they are formed into several groups that are responsible for different kinds of operations:

  • Nodes include fundamental objects that form the world (nodes and node references), dummy nodes, layers, pivots and triggers.
  • Objects represent imitations of entities present in the real world: objects, sky, terrains, water, etc.
  • Effects contain particles systems, physical fields, volumetric objects, etc.
  • Light sources include objects providing different kinds of the scene illumination: global, omni-directional, projected, etc.
  • Decals contains decals, a material projection on a surface (perfect for bloodstains, ashes, roads, etc).
  • Geodetics include objects providing geodesy math.
  • World Objects represent invisible nodes used for world management.
  • Sound Objects represent sound sources and reverberations.
  • Pathfinding Objects represent objects used for pathfinding.
  • Players represent different kinds of cameras.
Notice
Note that in terms of Unigine all of the objects, added into the scene (regardless of their extension), are displayed in the Nodes editor and called nodes.
Last update: 2024-08-16
Build: ()