This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

UnigineScript Cache Files

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.

UnigineScript can be pre-compiled into cache file in order to achieve faster initialization and for distributing final builds without revealing full script sources.

Cache File Creation#

The cache file for system and editor scripts is generated automatically (or re-generated, if checksum of the source files doesn't match the one stored in the cache) every time you start the engine. To generate the world script cache file, you need to pass the cache file name as the second argument to world_load command as follows:

Source code
Unigine~# world_load world_name cache_name
In the result, the *.cache file is created in the specified directory (or inside the data directory by default, if the path is not specified).
Notice
You need to run the world_load command for each world of your project to generate the required cache files.

After the world script cache file is created, you can delete the source code from the build and still load your world by using the world_load command with the cache file name as the second argument.

Notice
You cannot use the *.cache file created with the debug version to load the world with the release version of the engine.
Cache files are not compatible between different versions of the engine, so make sure that you are using the same builds of the engine.

Notice that you can cache only the source code written in UnigineScript (your *.usc files). To protect assets, use the Archiver tool to pack them into ZIP or UNG.

How to Use Cache Files#

The engine looks for the world, system and editor cache files inside the data directory first. After that they are looked for according to the cache_name variable, where cache_name is the path to the cache file stored outside the data directory.

World Cache File#

To use the world script cache file, simply pass its name (or the path to the file, if it is stored outside the data directory) to world_load command as the second argument. the world_reload console command can receive the cache file name as an argument as well:

Source code
Unigine~# world_reload cache_name
Last update: 2020-08-25
Build: ()