This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 Dummy

A dummy node is a zero-sized node that has no visual representation. It is used to organize the other nodes into a hierarchy. Usually the dummy node serves as a parent node for a group of nodes of the same type. The dummy node, though invisible, has the same common options as other nodes: it can be transformed (moved, rotated or scaled) and have a property assigned.

Notice
The dummy node differs from the dummy object: you cannot assign physical properties to the dummy node.

See also

  • A NodeDummy class to edit dummy nodes via UnigineScript

Creating a Dummy Node

To create a dummy node via UnigineEditor, click Create -> Node -> Dummy on the Menu bar and then place the dummy node somewhere in the world.

Place a Dummy Node

Notice
The dummy node is created automatically when grouping the selected nodes.

Organizing Nodes Hierarchy

See how to Organize Nodes via the UNIGINE Editor 2.

Last update: 2018-06-04
Build: ()