shown in other instead.
UnigineEditor provides the core functionality for creation and editing of virtual worlds for UNIGINE-based applications. It allows you to easily view and modify virtual worlds by adding, transforming and editing the nodes.
The main window of the UnigineEditor is made up of tabbed windows which can be easily rearranged, grouped, detached and docked.
You can customize UI layout to fit your preferences or a specific type of work.
The default layout (shown below) gives you access to the most commonly used windows.
|A Menu bar provides access to general panels and commands that are used when creating virtual worlds. It has a batch of options that allows you to:|
The Toolbar provides access to the most frequently used working features. On the left side, there is the mode switching button. It switches between the following modes:
Enables basic tools for selection and positioning of objects on the scene. There are also toggles that enable you to control animation, sound playback, and physics simulation. And the last elements enable you to access light baking and control shader compilation.
In projects using .NET 5 API, the Toolbar has additional controls for running applications.
|Landscape Paint Mode||
Opens Brush Editor to edit Landscape Layer Map.
|Clutter Mask Paint Mode|
|Terrain Global Paint Mode||
Opens Brush Editor to edit Terrain Global.
Editor viewport allows you to visually navigate and edit your virtual world. The number of Editor viewports that can be opened simultaneously is not limited. Parameters of each editor viewport can be adjusted separately. The window includes the following panels:
- Camera Panel that allows you to switch between cameras, add new cameras to the current world, open the Camera Settings window or lock the current camera
- Helpers Panel provides quick access to frequently used helpers (ViewCube, FPS Counter, etc.)
- Rendering Debug Panel that enables fast visual debugging by displaying the contents of rendering buffers
- Navigation Panel that lets you quickly change camera speed and position.
Engine viewport is designed for application debugging and profiling - it renders the image from the Engine Camera.
Asset Browser is a tool that is used to organize content in your project. The Assets System keeps all links and dependencies between the resources when you edit, rename or move them within the project. It allows you to:
World Nodes window is a convenient tool for working with the hierarchy of nodes present in the scene. It allows you to:
Materials window serves for organizing and modifying UNIGINE materials. It allows you to:
Learn more about materials hierarchy management.
Properties window is used to modify and organize nodes properties (sets of custom options). It allows you to:
A multi-purpose Parameters window allows you to modify parameters of any element selected in the World Nodes, Materials, or Properties window, as well as in the Asset Browser. It offers the following features: