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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
Core Library
Containers
Engine Classes
Node-Related Classes
Rendering-Related Classes
Physics-Related Classes
Bounds-Related Classes
GUI-Related Classes
Controls-Related Classes
Pathfinding-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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Effects

A set of special effects:

  •  Particle system is a complex object consisting of an emitter, emitted particles and a force applied. It is used to simulate effects of fire, smoke, explosions, precipitations, electricity, fountains etc.
  •  Volumetric objects are used to simulate different types of volumetric effects such as fog, clouds, light beams, burning halos etc.
  •  Fields are cuboid or ellipsoid shaped objects that influence only the selected areas of grass and water geometry. They can either specify areas that should not be rendered or animate the selected geometry areas.
  •  Physicals are objects inside of which there is an invisible force field affecting other objects.
Last update: 2017-07-03
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