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Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


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#

  • The Node class to edit nodes via API

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 World hierarchy list. 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 Parameters window of UnigineEdtior. All nodes have common settings which are presented in 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.

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 the Import button in the AssetBrowser window. In the Import Node dialog window that opens, choose the required .node file.

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 and press Delete. The node will be removed from the .world file after saving the world via UnigineEditor.

Deleting the node doesn't affect the .node file.
Last update: 2019-08-16
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