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UnigineEditor
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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Players

Players are cameras creating viewports into the world:

  •   Player Actor is a player with a rigid physical body that can only walk on the ground.
  •   Player Dummy is a simple viewport into the world that has no physical properties and cannot collide with objects.
  •   Player Persecutor is a free flying camera without a physical body that follows the target node at the specified distance. It can collide with objects but cannot interact with them.
  •   Player Spectator is a free flying camera without a physical body that is used to create aspectator mode. It can collide with objects but cannot push or interact with them.

See Also

There are other types of cameras not present in the Editor but can be controlled by the code:

  • A Player class to edit all kinds of players via UnigineScript

Editing Players

For all players listed above, there is the set of common settings. They can be changed on the corresponding tab of the Parameters window:

Vertical Player Parameters

Physically-Based Player Parameters

Setting Bit Masks

A set of bit-masks available for the player:

Viewport A viewport mask, specifying objects that can be seen in the camera's viewport.
Reflection A reflection mask, specifying if the reflections will be rendered into the camera's viewport.
Source A sound source mask, specifying what sound channels are played for this camera.
Reverb A reverberation mask, specifying what reverberations are played for this camera.

Viewing Frustum Parameters

Depending on the FOV Mode, parameters defining a player's viewing frustum differ:

  • Vertical FOV is used for the standard player. In this case, the FOV is set in degrees.
  • Physically-Based Camera is used for the physically-based player with the horizontal FOV. In this case, the FOV is calculated depending on the film gate and focal length of the player according to the formula:

    FOV = 2 * atan(film_gate / (2 * focal_length)) * UNIGINE_RAD2DEG

Field of View The vertical player's field of view, in degrees.
Focal Length The focal length of the physically-based camera lens.
Film Gate The film gate for the physically-based camera with horizontal FOV.
Near Clipping The distance to the near clipping plane of the player's viewing frustum, in units.
Far Clipping The distance to the far clipping plane of the player's viewing frustum, in units.
Last update: 2018-08-10
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