This page has been translated automatically.
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
This version of documentation is OUTDATED! Please switch to the latest one.


Unigine provides realistic terrain which can be designed and created manually or procedurally generated on the basis of geospatial data.

In Unigine, terrain is implemented as 2 types of objects:

  •   Terrain is used to create finite terrains with arbitrary height maps and textures:
    • Plain or hilly relief based on imported or created with Terrain Editor height maps.
    • Realistic surface coverings (grass, rocks, dirt) created by means of terrain layers.
    • Holes based on imported or created with Terrain Editor holes map.
    • Physical interaction with scene objects.
  •   Global Terrain is a virtually limitless terrain representing a certain fragment of Earth's surface generated on the basis of GIS data. Appearance of the global terrain object is determined by the accuracy and availability of geospatial data. Features:
    • Limitless terrain which can cover the whole Earth's surface.
    • Physical interaction with scene objects.

See also

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