This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
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
CIGI Client Plugin
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Node

A   node is a generic entity representing any object that is presented in the world and specifically positioned and oriented. The node is created and stored in the world. All changes made to the node are saved in the .world file. You can also export the node into an external .node file and then import it into the world when necessary or create a reference to it. However, all changes made for the original node via UnigineEditor will still be saved into the .world file.

See Also

  • A Node class to edit nodes

Creating a Node

To create a new node via UnigineEditor, click Create on the Menu bar, choose a required object and add it to the scene. The new node will appear in the nodes hierarchy list of the Nodes panel. For example, you can add a static mesh which will be a node in terms of Unigine:

Static Mesh in the World and in the Nodes Hierarchy List

Editing a Node

The node can be edited via the Nodes panel of UnigineEdtior. All nodes have common settings which are presented on the Node tab. Also each node has special settings, which vary depending on the type of the node.

Editing the node also includes editing materials and properties assigned to the node.

Exporting a Node

To export a node stored in the world, select it and click in the Nodes panel. In the file dialog window that opens, specify a name for the node and click Ok. The node will be saved into the external .node file.

Notice
Once the node is exported, you can import it into other worlds or create a reference to it.

Importing a Node

Besides creating a new node, you can import the existing node which was previously exported into an external .node file.

To import a node into the current world, click Import -> Node File Contents in the UnigineEditor menu bar. In the Import Node dialog window that opens, choose the required .node file:

Import Node Window

Notice
Once imported, the node isn't linked to the source .node file anymore. So, if you edit the imported node via UnigineEditor, changes will be saved only in the .world file.

Deleting a Node

To delete a node from the world, select it, press Delete and click Yes in the dialog window that opens. The node will be removed from the .world file after saving the world via UnigineEditor.

Notice
Deleting the node doesn't affect the .node file.
Last update: 2017-10-20
Build: ()