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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Rebuild in OS X via Xcode

This article explains how you can rebuild the Unigine Engine and its components (samples, plugins, etc.) by using Xcode on the OS X platform.

Notice
OS X version 10.9 is the minimum version required to run Unigine-based applications and 10.11 to rebuild the engine.

Rebuilding Unigine Engine or Its Components

Customization Options

Apart from developing your project with UnigineScript, you can also customize the Unigine application C++ code. What exactly is available for customization depends on the version of Unigine SDK:

  • With the limited binary/evaluation version you can only modify the following components:
    1. C++ plugins for the engine.
    2. The source code of Unigine-based sample applications.
    You can also modify the source code of Unigine Editor and high-level scripts (just like all other scripts, they do not require recompilation).
  • If you have the full source version, you can modify the entire Unigine codebase:
    1. The C++ source code of the engine itself.
    2. All Unigine standalone tools.
    3. C++ plugins for the engine.
    4. Plugins for 3D editors.
      Notice
      You can build plugins for 3D editors only on Windows.
    5. The source code of Unigine-based sample applications.

After customizing the code, recompilation of Unigine application or its libraries is required.

Notice
It is strongly not recommended to modify the engine source code directly, because you will need to merge your modifications each SDK update. Instead, it is better to use C++ API (including C++ plugin system) designed specifically for extending basic Unigine functionality.

Rebuild the Unigine-Powered Application

To recompile both the Unigine engine (i.e. the dynamic library libUnigine_*.dylib) and application on its base (i.e. the binary executable main), you can use one of the following options. For OS X, 32-bit or 64-bit, debug or release, single or double coordinates precision versions can be compiled.

For compilation via Xcode:

  • To rebuild the engine libraries:
    1. Open the Xcode project located in <UNIGINE SDK>\source\engine\libUnigine_x64.xcodeproj
    2. Specify the Build Configuration.
    3. Choose Product -> Build to build the project.

  • To rebuild the main application:
    1. Open the Xcode project located in <UNIGINE SDK>\source\App\main\main_x64.xcodeproj to build the application.
    2. Specify the Build Configuration.
    3. Choose Product -> Build to build the project.

Rebuild Sample Applications

Into Unigine SDK there are included sample applications that can be modified and used as templates to create your own applications.

To rebuild Unigine samples via Xcode, you should do the following:

  1. Open the Xcode project located in the <UNIGINE SDK>\source\samples\ directory.
  2. Specify the Build Configuration.
  3. Choose Product -> Build to build the project.

Rebuild Plugins and Tools

To rebuild Unigine Engine plugins, task-specific applications and Unigine tools use semi-automatic compilation with build script or maunal compilation with SCons.

Last update: 2017-07-03
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