Setting Up Development Environment
Usage Examples
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
CIGI Client Plugin
Rendering-Related Classes

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: 2017-12-21