This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
GUI
Double Precision Coordinates
API
Containers
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Rebuild in Windows via Visual Studio

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

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.
    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

For Windows, 32-bit or 64-bit, debug or release, single or double coordinates precision versions can be compiled. To recompile both the Unigine engine (i.e. the dynamic library Unigine_*.dll) and application on its base (i.e. the main application main_*.exe), do the following: For compilation via MS Visual Studio:

  • To rebuild the engine libraries:
    1. Open the solution file for Visual Studio: <UNIGINE_SDK>\source\engine\unigine_vs2010.vcxproj or <UNIGINE_SDK>\source\engine\unigine_vs2013.vcxproj. The postfix shows the version of Microsoft Visual Studio.
    2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

    3. Choose Build -> Build Solution in the menu or press F7.

  • To rebuild the main application:
    1. Open <UNIGINE_SDK>\source\app\main\main_vs2010.vcxproj or <UNIGINE_SDK>\source\app\main\main_vs2013.vcxproj. The postfix shows the version of Microsoft Visual Studio.
    2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

    3. Choose Build -> Build Solution in the menu or press F7.

Rebuild Engine Plugins

To rebuild engine C++ plugins, perform one of the following: >To rebuild a plugin with Microsoft Visual Studio, do the following:

  • Open the solution of the necessary plugin to rebuild. All plugins are located in <UNIGINE_SDK>\source\plugins\.
  • Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  • Choose Build -> Build Solution in the menu or press F7.

Rebuild Task-Specific Applications

Some specific functionality is not supported by the main Unigine application. For that, you need to recompile separate applications (their binary executables).

Notice
Only one plugin from <UnigineSDK>\source\plugins\app\ can be loaded at the same time. To load another plugin, you should unload the previous one.

To rebuild athe task-specific application with Microsoft Visual Studio, do the following:

  1. Open the solution of the necessary plugin to rebuild. All plugins are located in <UNIGINE_SDK>\source\plugins/.
  2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  3. Choose Build -> Build Solution in the menu or press F7.

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, you should do the following:

  1. Open the Visual Studio project file of the sample. Samples are located in the<UnigineSDK>\source\samples\ directory.
  2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  3. Choose Build -> Build Solution in the menu or press F7.

Rebuild 3D Graphics Plugins and Tools

To rebuild plugins for 3D graphics packages (3ds Max, Maya), and Unigine tools use semi-automatic compilation with build script or maunal compilation with SCons.

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