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Video Tutorials
Interface
Essentials
Advanced
How To
Basics
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#
UnigineScript
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

Video Tutorials: Essentials

Notice
Subtitles are available for each tutorial in English, Russian, and Chinese.

Importing 3D Models
Import of supported 3D formats; static, animated, complex models; import settings and options

Instancing Nodes
Adding multiple identical nodes using a node reference; managing instances

Materials
Overview of the materials system and parameters; creating and assigning materials

Lighting
Overview of light types and shadows; shadow optimization using cascades and screen space shadows

Tracker Tool
Interface and possibilities overview; animating nodes and materials, cameras and post effects

Global Illumination
Use of voxel and environment probes; baking lighting and node emission to global illumination

Decals
Overview of decal types; use cases; intersection with grass and clutters; replacing decals with meshes

Performance Inspection with Microprofile
Overview and use for rendering and logic optimization

Textures
Types of textures and their use; UV mapping, static and animated mode, clamping and common settings

Procedural Texturing
Ways of improving the content's look using the editor's procedural techniques

Bit Masking
Concept of bit masking, applying various types of masks, optimization tips

Audio Sources and Sound Effects
Overview of the audio system, types of sound sources and effects, and use cases

Cached Shadows
Optimizing shadow casting by using the Cached Shadows feature

Water
Global Water and Water Mesh settings and effects overview. Shoreline creation

Physics
Creating dynamic physical objects and empowering virtual worlds with life-like physical effects

C# Component System
Creating a simple application using C# Component System with an overview of available features

Landscape Terrain
Creating a landscape terrain using brushes and textures; overview of settings and features

Volumetric Clouds
Overview of cloud types, creation and customization; settings and features

Node References: Must-Knows
Referencing at runtime, referencing by external nodes, unpacking behavior and children

Content Optimization
Use of LODs, impostors, clusters, clutters, occluders, culling, bit masks, layers, and switchers

Georeferenced Terrain Generation Using Sandworm
Creating a project, generating terrain, placing vegetation and objects, using headless mode and distributed generation
Last update: 2023-04-13
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