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 This version of documentation is OUTDATED, as it describes an older SDK version!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

UnigineEditor

UnigineEditor provides the core functionality for creation and editing of virtual worlds for UNIGINE-based applications based on the assets workflow. It allows you to easily view and modify virtual worlds by adding, transforming and editing the nodes.

In addition, UnigineEditor also provides:

  • Customizable UI layout with dockable panels
  • Integration with the asset browser
  • Hot loading into the running engine instance via the editor2_load console command.

Editor Running#

Notice
You should keep UNIGINE SDK Browser launched to use UnigineEditor.

To launch UnigineEditor for your project, click Edit Content in the SDK Browser:

Articles in This Section

Last update: 2018-12-27
Build: ()