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engine.boot_config Functions

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

A singleton that controls the Engine startup configuration and enables you to customize the boot screen.

Notice
Fonts, textures, or any other resources used in the boot screen cannot be packed into an UNG archive.

See Also#

BootConfig Class

Members

void setScreenEnabled ( bool enabled ) #

Sets a new value indicating if the boot screen is enabled.

Arguments

  • bool enabled - Set true to enable the boot screen; false - to disable it.

bool isScreenEnabled() const#

Returns the current value indicating if the boot screen is enabled.

Return value

true if the boot screen is enabled; otherwise false.

void setScreenMessageShadersCompilation ( string compilation ) #

Sets a new message displayed on shaders compilation. The message is set the same way as the screen text.

Arguments

  • string compilation - The message for shaders compilation.

const char * getScreenMessageShadersCompilation() const#

Returns the current message displayed on shaders compilation. The message is set the same way as the screen text.

Return value

Current message for shaders compilation.

void setScreenMessageEngineInit ( string init ) #

Sets a new message to be displayed on the engine initialization. The message is set the same way as the screen text.

Arguments

  • string init - The Message for the engine initialization.

const char * getScreenMessageEngineInit() const#

Returns the current message to be displayed on the engine initialization. The message is set the same way as the screen text.

Return value

Current Message for the engine initialization.

void setScreenMessageFileSystemInit ( string init ) #

Sets a new message to be displayed on the file system initialization. The message is set the same way as the screen text.

Arguments

  • string init - The Message for the file system initialization.

const char * getScreenMessageFileSystemInit() const#

Returns the current message to be displayed on the file system initialization. The message is set the same way as the screen text.

Return value

Current Message for the file system initialization.

void setScreenMessagePropertiesInit ( string init ) #

Sets a new message displayed on properties initialization.The message is set the same way as the screen text.

Arguments

  • string init - The message for properties initialization.

const char * getScreenMessagePropertiesInit() const#

Returns the current message displayed on properties initialization.The message is set the same way as the screen text.

Return value

Current message for properties initialization.

void setScreenMessageStaticMeshesInit ( ) #

Sets a new message to be displayed on static meshes initialization. The message is set the same way as the screen text.

Arguments

  • init - The Message for static meshes initialization.

const char * getScreenMessageStaticMeshesInit() const#

Returns the current message to be displayed on static meshes initialization. The message is set the same way as the screen text.

Return value

Current Message for static meshes initialization.

void setScreenMessageMaterialsInit ( string init ) #

Sets a new message to be displayed on materials initialization. The message is set the same way as the screen text.

Arguments

  • string init - The Message for materials initialization.

const char * getScreenMessageMaterialsInit() const#

Returns the current message to be displayed on materials initialization. The message is set the same way as the screen text.

Return value

Current Message for materials initialization.

void setScreenMessageMaterialsPreloading ( ) #

Sets a new message to be displayed on materials preloading.

Arguments

  • preloading - The Message for materials preloading.

const char * getScreenMessageMaterialsPreloading() const#

Returns the current message to be displayed on materials preloading.

Return value

Current Message for materials preloading.

void setScreenText ( string text ) #

Sets a new text of the boot screen.

Arguments

  • string text - The text of the boot screen. Can be either a plain or rich text. A number of aliases is provided:
    • UNIGINE_COPYRIGHT — the UNIGINE copyright text.
    • UNIGINE_VERSION — the current UNIGINE version.
    • LOADING_PROGRESS — the loading progress going from 0 to 100.

const char * getScreenText() const#

Returns the current text of the boot screen.

Return value

Current text of the boot screen. Can be either a plain or rich text. A number of aliases is provided:
  • UNIGINE_COPYRIGHT — the UNIGINE copyright text.
  • UNIGINE_VERSION — the current UNIGINE version.
  • LOADING_PROGRESS — the loading progress going from 0 to 100.

void setScreenFont ( string font ) #

Sets a new path to the font for text rendering.
Notice
Fonts or any other resources used in the Boot screen cannot be packed into an UNG archive.

Arguments

  • string font - The path to the font for text rendering.

const char * getScreenFont() const#

Returns the current path to the font for text rendering.
Notice
Fonts or any other resources used in the Boot screen cannot be packed into an UNG archive.

Return value

Current path to the font for text rendering.

void setScreenTexture ( string texture ) #

Sets a new path to the boot screen texture.
Notice
Textures or any other resources used in the Boot screen cannot be packed into an UNG archive.

Arguments

  • string texture - The path to the boot screen texture.

const char * getScreenTexture() const#

Returns the current path to the boot screen texture.
Notice
Textures or any other resources used in the Boot screen cannot be packed into an UNG archive.

Return value

Current path to the boot screen texture.

void setScreenThreshold ( int threshold ) #

Sets a new threshold for blending based on the alpha-channel.

Arguments

  • int threshold - The threshold for blending based on the alpha-channel.

int getScreenThreshold() const#

Returns the current threshold for blending based on the alpha-channel.

Return value

Current threshold for blending based on the alpha-channel.

void setScreenTransform ( vec4 transform ) #

Sets a new transformation of the boot screen texture. The default value is vec4(1.0f, 1.0f, 0.5f, 0.5f).

Arguments

  • vec4 transform - The transformation of the screen defined by a vector of four numbers in the [0; 1] range:
    1. Texture size multiplier
    2. Window size multiplier
    3. Horizontal position
    4. Vertical position

vec4 getScreenTransform() const#

Returns the current transformation of the boot screen texture. The default value is vec4(1.0f, 1.0f, 0.5f, 0.5f).

Return value

Current transformation of the screen defined by a vector of four numbers in the [0; 1] range:
  1. Texture size multiplier
  2. Window size multiplier
  3. Horizontal position
  4. Vertical position

void setScreenBackgroundColor ( vec4 color ) #

Sets a new background color of the screen.

Arguments

  • vec4 color - The background color defined by a vector of four numbers in the [0; 1] range.

vec4 getScreenBackgroundColor() const#

Returns the current background color of the screen.

Return value

Current background color defined by a vector of four numbers in the [0; 1] range.

void setScreenHeight ( int height ) #

Sets a new height of the boot screen window, in pixels.

Arguments

  • int height - The height of the boot screen window, in pixels.

int getScreenHeight() const#

Returns the current height of the boot screen window, in pixels.

Return value

Current height of the boot screen window, in pixels.

void setScreenWidth ( int width ) #

Sets a new width of the boot screen window.

Arguments

  • int width - The width of the boot screen window, in pixels.

int getScreenWidth() const#

Returns the current width of the boot screen window.

Return value

Current width of the boot screen window, in pixels.

int getNumExternPlugins() const#

Returns the current number of plugin libraries to be automatically loaded at the Engine startup. These plugins are specified in the .boot configuration file via the extern_plugin element. The list of these plugin paths can be obtained via the getNumExternPlugins() and getExternPlugin(int num) methods. The order of loading plugins matters, you can rearrange them via swapPluginPath().

Return value

Current number of plugin libraries to be loaded at the Engine startup.

int getNumPluginPaths() const#

Returns the current number of directory(ies) containing plugins to be automatically loaded at the Engine startup. These directories are specified in the .boot configuration file via the plugin_path element. The list of these plugin paths can be obtained via the getNumPluginPaths() and getPluginPath(int num) methods. The order of loading plugins matters, you can rearrange the paths via swapPluginPath()

Return value

Current number of plugin directories.

void setConsoleCommand ( string command ) #

Sets a new console command(s) used at the Engine startup (corresponds to the console_command element of the .boot configuration file).

Arguments

  • string command - The console command(s) used at the Engine startup. Several commands can be separated using the && sequence.

const char * getConsoleCommand() const#

Returns the current console command(s) used at the Engine startup (corresponds to the console_command element of the .boot configuration file).

Return value

Current console command(s) used at the Engine startup. Several commands can be separated using the && sequence.

void setExternDefine ( string define ) #

Sets a new extern define(s) used at the Engine startup (corresponds to the extern_define element of the .boot configuration file).

Arguments

  • string define - The external definition(s) used at the Engine startup. Several definitions are comma separated (no whitespaces). Definitions can be specified as follows:
    • DEFINITION_NAME
    • DEFINITION_NAME=VALUE
    • DEFINITION_NAME_1,DEFINITION_NAME_2,
      DEFINITION_NAME_3=VALUE,...,DEFINITION_NAME_N

const char * getExternDefine() const#

Returns the current extern define(s) used at the Engine startup (corresponds to the extern_define element of the .boot configuration file).

Return value

Current external definition(s) used at the Engine startup. Several definitions are comma separated (no whitespaces). Definitions can be specified as follows:
  • DEFINITION_NAME
  • DEFINITION_NAME=VALUE
  • DEFINITION_NAME_1,DEFINITION_NAME_2,
    DEFINITION_NAME_3=VALUE,...,DEFINITION_NAME_N

void setSoundApp ( string app ) #

Sets a new sound API used (corresponds to the sound_app element of the .boot configuration file).

Arguments

  • string app - The sound API used for rendering: nosound, auto, or openal.

const char * getSoundApp() const#

Returns the current sound API used (corresponds to the sound_app element of the .boot configuration file).

Return value

Current sound API used for rendering: nosound, auto, or openal.

void setVideoApp ( string app ) #

Sets a new graphics API used for rendering (corresponds to the video_app element of the .boot configuration file).

Arguments

  • string app - The graphics API used for rendering: null, auto, dx, dx11, direct3d11, dx12, direct3d12, vk, vulkan.

const char * getVideoApp() const#

Returns the current graphics API used for rendering (corresponds to the video_app element of the .boot configuration file).

Return value

Current graphics API used for rendering: null, auto, dx, dx11, direct3d11, dx12, direct3d12, vk, vulkan.

void setSystemCache ( string cache ) #

Sets a new path to a cache file used by the Engine (corresponds to the system_cache element of the .boot configuration file).

Arguments

  • string cache - The path to a cache file used by the Engine. Can be an absolute path or a path relative to the data path, or to the cache path (if any).

const char * getSystemCache() const#

Returns the current path to a cache file used by the Engine (corresponds to the system_cache element of the .boot configuration file).

Return value

Current path to a cache file used by the Engine. Can be an absolute path or a path relative to the data path, or to the cache path (if any).

void setEditorCache ( string cache ) #

Sets a new path to a cache file used by the UnigineEditor (corresponds to the editor_cache element of the .boot configuration file).

Arguments

  • string cache - The path to a cache file used by the UnigineEditor. Can be an absolute path or a path relative to the data path, or to the cache path (if any).

const char * getEditorCache() const#

Returns the current path to a cache file used by the UnigineEditor (corresponds to the editor_cache element of the .boot configuration file).

Return value

Current path to a cache file used by the UnigineEditor. Can be an absolute path or a path relative to the data path, or to the cache path (if any).

void setCachePath ( string path ) #

Sets a new path to the store system and Editor cache files(corresponds to the cache_path element of the .boot configuration file).

Arguments

  • string path - The path to the store system and Editor cache files. Can be an absolute path or a relative path to the data path.

const char * getCachePath() const#

Returns the current path to the store system and Editor cache files(corresponds to the cache_path element of the .boot configuration file).

Return value

Current path to the store system and Editor cache files. Can be an absolute path or a relative path to the data path.

void setEditorScript ( string script ) #

Sets a new path to the editor script (corresponds to the system_script element of the .boot configuration file).

Arguments

  • string script - The path to the editor script (specified relative to the data folder).

const char * getEditorScript() const#

Returns the current path to the editor script (corresponds to the system_script element of the .boot configuration file).

Return value

Current path to the editor script (specified relative to the data folder).

void setSystemScript ( string script ) #

Sets a new path to the system script (corresponds to the system_script element of the .boot configuration file).

Arguments

  • string script - The path to the system script (specified relative to the data folder).

const char * getSystemScript() const#

Returns the current path to the system script (corresponds to the system_script element of the .boot configuration file).

Return value

Current path to the system script (specified relative to the data folder).

void setEngineLog ( string log ) #

Sets a new log file (in TXT format) used by the Engine. The path can be absolute or relative to the binary executable. For relative paths, if the Project Name startup parameter is set, the log file with the specified name will be created in the corresponding directory in the User profile (only the name will be used, the remaining part of the relative path will be discarded).

Arguments

  • string log - The log file (in TXT format) used by the Engine.

const char * getEngineLog() const#

Returns the current log file (in TXT format) used by the Engine. The path can be absolute or relative to the binary executable. For relative paths, if the Project Name startup parameter is set, the log file with the specified name will be created in the corresponding directory in the User profile (only the name will be used, the remaining part of the relative path will be discarded).

Return value

Current log file (in TXT format) used by the Engine.

void setGuiPath ( string path ) #

Sets a new path to a GUI skin used for the engine interface. The path can be specified as absolute or relatively to the data folder.

Arguments

  • string path - The path to a GUI skin used for the Engine interface (absolute path or path relative to the data folder).

const char * getGuiPath() const#

Returns the current path to a GUI skin used for the engine interface. The path can be specified as absolute or relatively to the data folder.

Return value

Current path to a GUI skin used for the Engine interface (absolute path or path relative to the data folder).

void setAutosave ( int autosave ) #

Sets a new value indicating if the startup configuration settings are automatically saved to the corresponding config file on loading, closing, and saving the world, as well as on the Engine shutdown.

Arguments

  • int autosave - The automatic saving of current startup configuration settings

int isAutosave() const#

Returns the current value indicating if the startup configuration settings are automatically saved to the corresponding config file on loading, closing, and saving the world, as well as on the Engine shutdown.

Return value

Current automatic saving of current startup configuration settings

void setPath ( string path ) #

Sets a new path to the startup configuration file (default: configs/default.boot). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set. To run the application with another boot configuration file, specify the path to it using the -boot_config command-line option.

Arguments

  • string path - The path to the startup configuration file.

const char * getPath() const#

Returns the current path to the startup configuration file (default: configs/default.boot). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set. To run the application with another boot configuration file, specify the path to it using the -boot_config command-line option.

Return value

Current path to the startup configuration file.

void setWindowTitle ( string title ) #

Sets a new title of the application window.

Arguments

  • string title - The application window title.

const char * getWindowTitle() const#

Returns the current title of the application window.

Return value

Current application window title.

void setWindowIconPath ( string path ) #

Sets a new path to the custom icon for the final application's window.

Arguments

  • string path - The path to the custom icon for the final application's window.

const char * getWindowIconPath() const#

Returns the current path to the custom icon for the final application's window.

Return value

Current path to the custom icon for the final application's window.

void setVideoQuadroSync ( bool sync ) #

Console: video_quadro_sync
Sets a new value indicating whether NVIDIA Quadro Sync feature is enabled, providing support for synchronization of frame rendering across multiple displays. Enabling this option automatically sets the view to fullscreen, enables VSYNC and sets the MaxFPS value to 0.

Arguments

  • bool sync - Set true to enable NVIDIA Quadro Sync feature; false - to disable it. The default value is false.

bool isVideoQuadroSync() const#

Console: video_quadro_sync
Returns the current value indicating whether NVIDIA Quadro Sync feature is enabled, providing support for synchronization of frame rendering across multiple displays. Enabling this option automatically sets the view to fullscreen, enables VSYNC and sets the MaxFPS value to 0.

Return value

true if NVIDIA Quadro Sync feature is enabled; otherwise false. The default value is false.

void setVideoOffscreen ( bool offscreen ) #

Console: video_offscreen
Sets a new value indicating if the offscreen mode is enabled for the application. Offscreen mode makes it possible to run UNIGINE Engine in a cloud and use powerful servers (e.g., to generate photorealistic datasets for deep learning and verification of AI algorithms).
Notice
Available only during the Engine initialization (startup), has no effect at run time.

Arguments

  • bool offscreen - Set true to enable usage of the offscreen mode for the application; false - to disable it. The default value is false.

bool isVideoOffscreen() const#

Console: video_offscreen
Returns the current value indicating if the offscreen mode is enabled for the application. Offscreen mode makes it possible to run UNIGINE Engine in a cloud and use powerful servers (e.g., to generate photorealistic datasets for deep learning and verification of AI algorithms).
Notice
Available only during the Engine initialization (startup), has no effect at run time.

Return value

true if usage of the offscreen mode for the application is enabled; otherwise false. The default value is false.

void setVideoAdapter ( int adapter ) #

Console: video_adapter
Sets a new hardware video adapter ID to be used for rendering.
Notice
Available only during the Engine initialization (startup), has no effect at run time.

Arguments


int getVideoAdapter() const#

Console: video_adapter
Returns the current hardware video adapter ID to be used for rendering.
Notice
Available only during the Engine initialization (startup), has no effect at run time.

Return value

Current hardware video adapter ID, value from 0 to the number of available video adapters.
Range of values: [0, 32]. The default value is : 0.

void setVideoDebugShader ( bool shader ) #

Console: video_debug_shaders
Sets a new the value indicating if the debug shader shall be used for the application regardless of its binary type (debug or release). This option should be enabled in case you use graphics debugging tools (e.g., the RenderDoc debugger).

Arguments

  • bool shader - Set true to enable debug shader for the application; false - to disable it. One of the following values:
    • 0 - disable debug shaders (release shaders are used) (by default)
    • 1 - enable debug shaders

bool isVideoDebugShader() const#

Console: video_debug_shaders
Returns the current the value indicating if the debug shader shall be used for the application regardless of its binary type (debug or release). This option should be enabled in case you use graphics debugging tools (e.g., the RenderDoc debugger).

Return value

true if debug shader for the application is enabled; otherwise false. One of the following values:
  • 0 - disable debug shaders (release shaders are used) (by default)
  • 1 - enable debug shaders

void setVideoDebug ( int debug ) #

Console: video_debug
Sets a new video debug mode for graphical API.
Notice
Beware of severe slowdown when enabled. Available only during the Engine initialization (startup), has no effect at run time.

Arguments

  • int debug - The video debug mode for graphical API. One of the following values:
    • 0 - release rendering context (no debug) (by default)
    • 1 - debug rendering context
    • 2 - debug rendering context with break on error (only on debug binaries)
    • 3 - GPU side validation (dx12-only, only on debug binaries)

int getVideoDebug() const#

Console: video_debug
Returns the current video debug mode for graphical API.
Notice
Beware of severe slowdown when enabled. Available only during the Engine initialization (startup), has no effect at run time.

Return value

Current video debug mode for graphical API. One of the following values:
  • 0 - release rendering context (no debug) (by default)
  • 1 - debug rendering context
  • 2 - debug rendering context with break on error (only on debug binaries)
  • 3 - GPU side validation (dx12-only, only on debug binaries)

int engine.boot_config.load ( ) #

Console: boot_config_load
Loads Engine startup configuration from the file. To change the path to the configuration file use the setPath() method.

Return value

1 if the config is successfully loaded from the file; otherwise, 0.

int engine.boot_config.save ( ) #

Console: boot_config_save
Saves the current Engine startup configuration to the file. To change the path to the configuration file use the setPath() method.

Return value

1 if the current configuration is successfully saved to the file; otherwise, 0.

void engine.boot_config.reset ( ) #

Resets the settings in the Engine startup configuration file to the default.

void engine.boot_config.removePluginPath ( int num ) #

Removes a plugin path with the specified number from the list of the plugin paths specified in the .boot configuration file via the plugin_path element.A plugin path is a directory containing plugins to be automatically loaded at the Engine startup.

Arguments

void engine.boot_config.swapPluginPath ( int num0, int num1 ) #

Swaps two plugin paths with the given numbers specified in the .boot configuration file.A plugin path is a directory containing plugins to be automatically loaded at the Engine startup. The list of these plugin paths can be obtained via the getNumPluginPaths() and getPluginPath(int num) methods. The order of loading plugins matters, you can rearrange the paths via swapPluginPath()

Arguments

string engine.boot_config.getPluginPath ( int num ) #

Returns a plugin path with the given number specified in the .boot configuration file via the plugin_path element.A plugin path is a directory containing plugins to be automatically loaded at the Engine startup. The order of loading plugins matters, you can rearrange the paths via swapPluginPath().

Arguments

Return value

Path to the plugins directory with the given number in the list of the plugin paths. Сan be absolute or specified relatively to the binary executable.

void engine.boot_config.setPluginPath ( int num, string value ) #

Sets a new path for the item of the list of the plugin paths with the given number specified in the .boot configuration file via the plugin_path element.A plugin path is a directory containing plugins to be automatically loaded at the Engine startup. The order of loading plugins matters, you can rearrange the paths via swapPluginPath().

Arguments

  • int num - Plugin path number in the list of the specified plugin paths.
  • string value - New path to be set for the specified item of the list of the plugin paths. Сan be specified relatively to the binary executable or as an absolute path.

void engine.boot_config.removeExternPlugin ( int num ) #

Removes a plugin with the specified number from the list of the plugins specified in the .boot configuration file via the extern_plugin element.

Arguments

void engine.boot_config.swapExternPlugin ( int num0, int num1 ) #

Swaps two plugins with the given numbers specified in the .boot configuration file.The list of these plugins can be obtained via the getNumExternPlugins() and getExternPlugin(int num) methods. The order of loading plugins matters, this method enables you to rearrange plugins to change loading order.

Arguments

string engine.boot_config.getExternPlugin ( int num ) #

Returns the name of the plugin with the given number specified in the .boot configuration file via the extern_plugin element.The order of loading plugins matters, you can rearrange the paths via swapExternPlugin().

Arguments

Return value

Name of the plugin with the given number specified in the .boot configuration file. Plugin library name goes without any prefixes and postfixes (e.g., libNetwork_x64d.so is listed as "Network").

void engine.boot_config.setExternPlugin ( int num, string value ) #

Sets a new name of the plugin with the given number specified in the .boot configuration file via the extern_plugin element.The order of loading plugins matters, you can rearrange the paths via swapExternPlugin().

Arguments

  • int num - Number of the plugin to be set in the list of the specified plugins, in the range from 0 to the total number of plugins specified.
  • string value - Name of the plugin with the given number specified in the .boot configuration file. Plugin library name goes without any prefixes and postfixes (e.g., libNetwork_x64d.so is listed as "Network").

The information on this page is valid for UNIGINE 2.20 SDK.

Last update: 2024-12-02
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