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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
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related 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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

World Objects

A set of world objects:

  •   World Layer is an invisible world object that performs a background node loading starting with a specified distance.
  •   Sector is a cuboid shaped object that culls all of the objects outside its volume.
  •   Portal is a rectangular opening between two adjacent sectors, through which one sector can be partially seen if looking from another.
  •   World Trigger is a cuboid shaped object, which fires callbacks when any node (collider or not) gets inside or outside of it.
  •   World Cluster is used to manage a great number of node references, baked into one object. Objects can be scattered, but you can also set custom positions and rotations for each object. Using a world cluster is less memory-efficient compared with a world clutter, as it stores transformation info for each node.
  •   World Clutter is used to manage a great number of node references, baked as one object. Unlike world clusters, objects are always scattered, scaled and oriented randomly, so they are even more memory-efficient. However, they cannot be managed manually.
  •   Switcher is a cuboid shaped object, switching off (or turning on) all of the nodes inside of it immediately. A world switcher should be a parent node for the nodes it controls.
  •   Occluder is an object used to cull objects that are not seen behind it.
  •   Transform is is a succession of transformations based on an arbitrary path.
  •   World Expression is a cuboid shaped object, inside of which arbitrary expressions are executed. These expressions can be executed for world expression children nodes as well.
Last update: 2017-07-03
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