This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
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#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

SDK Browser 2

Notice

Use SDK Browser v2 for working with your UNIGINE projects based on SDK 2.9+. You can download it for your OS via one of the links below:

If you have ongoing projects based on SDK 2.16+ and at same time the ones based on SDK versions earlier than 2.9, you should use both versions of SDK Browser as follows:

  • SDK Browser v2: SDK 2.9+
  • SDK Browser v1 (Deprecated): SDK 2.8 and earlier.

This article contains a brief description of UNIGINE SDK Browser features:

  • Integration with developer.unigine.com accounts
  • Convenient downloading, installation and upgrade of multiple UNIGINE SDKs
  • Quick creation of projects with customizable settings
  • Browsing through various samples: UnigineScript, C++ API, C# API, 3rd party
  • Downloading content on demand
  • Self-update via Internet
  • Easy access to UNIGINE Assets library

The following video provides the overview of the SDK Browser interface:

The information on the browser downloading and installing can be found here.

The information on licensing is available in the Licenses article.

Warning
SDK Browser may not launch correctly if you have Astra Linux Special Edition 1.5 / 1.6 with PaX installed. As a workaround you can disable MPROTECT for the browser.linux binary as follows:
Source code
sudo paxctl -m browser_x64.linux

For more detailed information on MPROTECT you can click here.

Signing In#

Once the browser is installed on the computer, choose server location (Global or China) and log in with your account credentials.

Global Options#

It is possible to set the general startup settings for all projects, samples, and demos run via SDK Browser.

To open the Global Options form, click the following tab in SDK Browser:

The form will open:

Storage Path A path to a folder where downloaded SDKs, asset packs and demos will be stored.
Show Welcome Screen Show the welcome screen on SDK Browser startup.
Close to Tray Minimize the window to tray when closed.
Qt Path Path to Qt libraries. This path is used to run projects created by using QMake via UNIGINE SDK Browser.
Notice
This option is available on Windows only.
Channel Activation Activation of Channel USB Dongles
Default Video Options
API Graphics API to be used for rendering. The following values are available:
  • Auto-detection — automatically choose the best option from the available ones.
  • DirectX 11
  • OpenGL
Resolution Window resolution.
Fullscreen

Fullscreen mode:

  • Disabled — application shall run in the windowed mode
  • Enabled — application shall run in the fullscreen mode
  • Borderless Window — application shall run in the fullwindow mode, when an application window is rendered without decorations
Video Debug Debug context for OpenGL or DirectX 11.
Monitors Display configuration (for single- or multi-monitor rendering).
Stereo 3D Stereo mode.
Notice
Depending on the graphics API used for rendering, the set of available modes varies.

SDKs#

To start working, you should have an SDK installed. In the SDKs tab, you can install a new version of an SDK or add an already installed one.

Notice
Standalone builds are available in the Downloads section of the Developer's portal as well.

Installing an SDK#

To install a new SDK:

  1. Click the ADD SDK button.

    The Add SDK window will open.

  2. Select the SDK type in the Edition field (Community, Engineering, Sim or Editor).
  3. Select the SDK version in the Version field.
  4. Click Install. The downloading and installation progress will be shown under the menu on the left and on the SDK tab.

  5. When the installation is completed, click the Activate button of the installed SDK.

    Activate button

  6. In the Activate License window that opens, select the suitable license activation type, and click Activate.

The SDK is activated and ready for use:

Installed SDK

Installed and activated SDK

Adding a Previously Installed SDK#

To add an already installed SDK:

  1. Click the ADD SDK button.

  2. Click the add the already installed link in the bottom of the Add SDK window. In the browser window that opens, specify the path to the root folder of the required SDK. It will appear in the My Projects list.

    Link in the bottom to add an already installed SDK

  3. Specify the path to the root folder of the required SDK. The SDK will appear in the SDKs tab.

    Notice
    Only SDKs containing the manifest file (present from the 04/23/2015) are available for adding.

Upgrading an SDK#

If a higher edition or version is available, you can uprgade your SDK instead of downloading the whole new version:

Upgrade button

Once the SDK is installed, you can:

  • Create a new project in the My Projects tab.
  • Create a project with installed asset packs in the My Projects tab.
  • Run built-in demos or samples (UnigineScript, C++ API, C# API, 3rd party).

My Projects#

A project is an independent entity that contains all data on your application content organized in a set of directories.

The My Projects tab displays all available projects. The projects list can be displayed using thumbnails or as a list. Toggling between these two modes is done by using the corresponding buttons in the top right corner.

There are several ways of working with projects:

  • Create a new project (you should have an SDK installed).
  • Create a project with asset packs (you should have an SDK and Assets installed).
  • Add an existing project from your local drive (after that, it will be easily accessible from here for editing, upgrade, or other actions).

Assets#

Asset is a 3D model, component, material, etc., added to your UNIGINE project.

See how to create a project with an asset pack here.

The full list of asset packs and their usage is available here.

Samples#

The following samples can be found in the Samples tab:

  • Demos — a set of UNIGINE demos and benchmarks that can be converted to a project in order to be modified
  • UnigineScript — a set of UnigineScript demos
  • C++ API — a set of C++ API demos
  • C# API — a set of C# demos
  • 3rd party — a set of demos demonstrating UNIGINE integration with applications based on 3rd party technologies.

To download any Demo, click Install under a project in the Demos section of the Samples tab.

Knowledge#

Access to online and offline documentation, Unigine community forum and private support.

Links to Social Media#

There is a bunch of quick links to our accounts on social media, forum and online documentation. Feel free to join our community and follow the news.

Troubleshooting#

If SDK Browser displays an error message, check the following article for a possible solution:

Last update: 2022-11-04
Build: ()