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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Setting Up Development Environment

With Unigine you can build standalone applications for all the leading platforms using a single codebase.

Once the development environment is set up, you can harness the full power of desktop and mobile platforms. Code once, and then build and deploy native applications across multiple platforms in one go. The resulting files will directly depend on the build target.

Prepare Development Environment

The latest platform-specific version of UNIGINE SDK (binary or source releases are available depending on your license) can be downloaded at the Unigine developer portal in the Downloads section. You have two options how to install the SDK:

  1. Download the UNIGINE SDK Browser and then download the proper SDK.
  2. Download the UNIGINE 2 SDK.

Notice
A 64-bit Operating System is required to develop applications using UNIGINE 2 SDK.
Read the following articles to know how to prepare the development environment of different platforms:

Copyright Notice

Unigine uses a set of 3rd-party software (free or free for indie developers), which is used either for building it or as libraries in runtime (see extern directory under the SDK root folder).

3rd-party software under various free licenses

Last update: 2018-04-26
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