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Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Startup Command-Line Options

To launch the Unigine executable file, it is necessary to specify a number of required options on its start-up. They control what rendering API to use, what resolution to set for Unigine window, where resources for initializing the engine are stored, etc. These parameters are either set in the browser or manually via the command line.

Notice
The data_path command-line option is required to run the engine.

The syntax of command-line options is as follows: the full name of the binary executable (32- or 64-bit, development or production version) is specified first and then the start-up options.

Shell commands
main_* -command argument
Shell commands
main_* -command "argument,argument"
Shell commands
main_* -console_command "command argument"

All paths are specified as absolute or relative (to the Unigine executable or data path, as indicated below).

Notice
Almost all command-line options can be changed through the console. All options available via the console are automatically stored in the configuration file unigine.cfg (this way, after the application is quit, they will be restored on the next start-up). Specified CLI options always override the ones stored in the configuration file.

Video Settings

NameDescriptionArgumentsDefault
-video_modeVideo mode to set window resolution or size -1 is video_width×video_height
0 is 640×360
1 is 960×540
2 is 1024×576
3 is 1280×720
4 is 1366×768
5 is 1600×900
6 is 1920×1080
7 is 2560×1440
8 is 3840×2160
9 is 640×400
10 is 960×600
11 is 1024×640
12 is 1280×800
13 is 1440×900
14 is 1680×1050
15 is 1920×1200
16 is 2560×1600
17 is 640×480
18 is 800×600
19 is 1024×768
20 is 1280×960
21 is 1280×1024
22 is 1600×1200
23 is 2048×1536
24 is 2560×2048
1
-video_width Screen width
Makes sense only if video_mode=-1
010000 0
-video_height Screen height
Makes sense only if video_mode=-1
010000 0
-video_resizableAllows changing a window size on the fly, without having to restart the application 0 is a non-resizable mode
1 is a resizable mode
0
-video_fullscreenFullscreen mode 0 is a windowed mode
1 is a fullscreen mode
2 is a fullwindow mode when an application window is rendered without decorations
0

Graphics Settings

NameDescriptionArgumentsDefault
-video_app Graphics API to be used for rendering:
  • No renderer: do not render anything onto the screen (for example, for servers in case of playing over the network)
  • Automatically choose the best option from available ones
  • Direct X 11
  • OpenGL
"null"
"auto"
"direct3d11"
"opengl"
"auto"
-video_debugEnables or disables the debug context of OpenGL or DirectX 11. 0 to disable the debug context.
1 to enable the debug context.
0
-video_gammaGamma correction value 0.53.5 1.0
-video_refreshGraphics refresh rate 0200 0
-video_quad_bufferEnables of disables quad buffered stereo. 0 to disable quad buffering
1 to enable quad buffering
0
-video_surroundAllows rendering of the application across 3 monitors. 0 to disable rendering across 3 monitors
1 to enable rendering across 3 monitors
0
-video_surround_borderSets the size of monitor bezel compensation in pixels. It is used together with -video_surround 1. Size of the bezel compensation in pixels.
-video_vsyncVertical synchronization (synchronize FPS with monitor's refresh rate) 0 - don't use synchronization
1 - use synchronization
0

File System

NameDescriptionArgumentsDefault
-data_path Path to the data directory with all resources. The path can be specified relatively to the binary executable or as an absolute path.
Notice
This command-line option is mandatory.
The arguments can be passed as follows:
  • ../RELATIVE_PATH/
  • ABSOLUTE_PATH
../
-extern_package UNG or ZIP package outside the data directory to be added to the file system. This enables to access resources by specifying a relative path to the file only inside the package.
The path can be specified relatively to the binary executable or as an absolute path.
The arguments can be passed as follows:
  • ../RELATIVE_PATH/
  • ABSOLUTE_PATH
-plugin_path Path to a directory that contains plugins. All of the plugins in this directory will be loaded automatically on the start-up. The path can be specified relatively to the binary executable or as an absolute path. The arguments can be passed as follows:
  • ../RELATIVE_PATH/
  • ABSOLUTE_PATH
plugins/

For several directories or packages you should specify each item separately without commas, for example:

Source code
-extern_package ../RELATIVE_PATH_1/ -extern_package ../RELATIVE_PATH_2/ -extern_package ABSOLUTE_PATH

Other Data

NameDescriptionArgumentsDefault
-engine_config The configuration file used to read and store all global engine-related and project-related settings (the path is specified relatively to the binary executable) unigine.cfg
-engine_log The log file to be created and used (both an absolute or a relative path can be specified). log.html
-editor_plugin Loads the specified editor plugins. This command-line option should be used if the required editor plugins are located outside the data/editor/plugins directory. Paths to plugins should be relative to the data directory.
Notice
Several comma-separated plugins with no whitespaces can be specified.
../RELATIVE_PATH1/*.plugin, ../RELATIVE_PATH2/*.plugin, ...
-editor_script Path to the editor script (specified relative to the data directory) data/editor/editor.cpp
-gui_path A path to a GUI skin to be used for the engine interface. core/gui/
-project_name Forces the engine to store all changing data (a log file, cache files and the configuration file) in the User profile rather than in a directory with binaries. For that, a directory will be created with a specified PROJECT_NAME. PROJECT_NAME
-system_script Path to the system script (specified relative to the data directory) core/unigine.cpp

Engine-related Settings

NameDescriptionArguments
-console_command Console command to be used at the engine start-up. Several commands can be separated using the && sequence. command <arguments>
-extern_plugin Load a plugin library (the path is specified relative to the binary executable).
  • The library name should go without any prefixes and postfixes.
    (For example, libNetwork_x86d.so should be passed as "Network".)
  • Several plugins are comma separated (no whitespace).
  • If you want to clear the list of plugins (they are automatically loaded by the engine once specified on the start-up), simply pass "" as an argument to this command.
The arguments can be specified as follows:
  • PLUGIN_NAME
  • PLUGIN_NAME_1,PLUGIN_NAME_2,...,PLUGIN_NAME_N
-extern_define External definition to be used.
  • Several definitions are comma separated (no whitespace).
  • You can also use the following syntax: -extern_define "A=B,C=D".
    (For example, -extern_define "TEST=42".)
  • If you want to clear all definitions, simply pass "" as an argument to this command.
The arguments can be specified as follows:
  • DEFINITION_NAME
  • DEFINITION_NAME=VALUE
  • DEFINITION_NAME_1,DEFINITION_NAME_2,
    DEFINITION_NAME_3=VALUE,...,DEFINITION_NAME_N

Sound Settings

NameDescriptionArgumentsDefault
-sound_app Sound API to be used:
  • No sound
  • Automatically choose the best sound library option from available ones (OpenAL)
  • OpenAL sound library
  • XAudio2 sound library
null
auto
openal
xaudio2
auto
Last update: 2017-07-03
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