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Setting Up Development Environment
High-Level Systems
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Core Library
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

System Menu

The System Menu panel contains main Unigine Engine settings and can be opened by clicking File -> System Menu. It has the following tabs:


  • API — toggles settings used for rendering:
    • OpenGL — available for Windows/Linux platforms
    • Direct3D11 — available for Windows Vista, Windows 7, Windows 8 and Windows 8.1
  • Mode — specifies video mode settings:
    • Resolution — application window resolution
    • Anti-aliasing — anti-aliasing degree (2x, 4x, 8x, 16x)
      Rendering with the 16x antialiasing is stable only when working with OpenGL. Enabling this option when working with DirectX may cause engine crash.
    • Full Screen — a fullscreen mode
    • VSync — synchronization of the FPS with the monitor refresh rate
    • Gamma — gamma correction value applied to the rendered image
To apply changes, you need to restart the engine.


  • Shaders — specify shader settings
    • Quality — specifies the shader quality profile (low, medium or high)
  • Textures — specify texture settings
    • Quality — low, medium or high resolution for the rendered textures
    • Filter — bilinear or trilinear filtering applied to texture mipmaps
    • Anisotropy — degree of anisotropic filtering (from 2x to 16x) for textures or deactivation of this option
  • Options - specify options
    • Reflection — enable rendering dynamic reflections
    • Translucence — enable rendering translucent shadow maps
    • Parallax mapping — enable parallax occlusion mapping
  • Post-processing - specify post-processing options
    • Global Illumination — enable a global illumination
    • Occlusion — enable ambient occlusion
    • Auxiliary buffer — use auxiliary color buffer. It is used to create per-material postprosses. It can also be used for flat coloring of meshes with a custom color, if necessary.
    • Refraction — enable rendering refraction
    • Motion Blur — enable a motion blur effect
    • Light Scattering — enable light scattering
    • Volumetric Shadows — enable rendering volumetric shadows formed by сrepuscular light rays
    • Glow — enable glow effect
    • DOF — enable depth of the field effect
    • HDR — enable HDR effect


  • Interface Language - specifies the language to use in the interface
    After the language is selected, you must perform the following steps to translate the Unigine Editor interface:
  • Show — enable visual helpers
    • FPS counter — show FPS info
    • Wireframe — enable scene wireframe mode
    • Profiler — show profiler
    • Messages — show engine messages


  • Keyboard box - lists the key bindings and allows to change them
  • Options - specifies other control options
    • Always run — toggles constant running mode (when enabled, the running mode will be used as default one)
    • Mouse inverse — toggles inversion of the Y-axis of the mouse
    • Mouse sensitivity — specifies the mouse sensitivity (from 0.5 to 2.0)


The tab provides information about the Unigine team participated in engine development.

Last update: 2017-07-03
Build: ()