Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine 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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes

Static Mesh

A  static mesh is an object that represents a collection of vertices, edges and triangular faces (organized in polygons) defining the object's geometry. The static mesh can be moved, rotated and scaled, but cannot be modified: vertices of the static mesh are immutable.

Static meshes are usually used to add non-animated geometry: buildings, furniture, vehicles, and so on.

Static meshes consist of groups of polygons that called surfaces. Each surface requires a separate draw call to the GPU. To render a surface, the material should be assigned to it. Each surface has 2 UV channels. Read more about surfaces and materials here.

Static meshes are created in the third-party graphics programs (such as 3ds Max, Maya, etc.) and can be imported via UnigineEditor and converted to the UNIGINE native format (.mesh). In UNIGINE meshes have a float precision. That is why it is highly recommended to export meshes from third-party graphic programs near the origin and then place the mesh in UnigineEditor.

The maximum number of surfaces organized in hierarchy for static mesh is 32768.

See Also#

Adding a Static Mesh#

To add a static mesh to the scene via UnigineEditor do the following:

  1. Run UnigineEditor.
  2. On the Menu bar, click Create -> Mesh -> Static.

  3. In the dialog window that opens, choose the path to the .mesh file.
  4. Place the mesh somewhere in the world.
You can change the path to the mesh at any time in the Mesh field.
Last update: 2020-09-30