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#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
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

Scripts

This type of node is used to write a UnigineScript logic in an ULON-based material file. The Script node specifies a single script that can be used in different Expression nodes.

The syntax is the following:

ULON
Script script_name =
#{
    // UnigineScript code
#}

As a node’s value you must specify a UnigineScript-based code enclosed in "#{" and "#}".

Usage Examples#

The script node is usually used as a script value for the Expression node.

ULON
Script named_script =
#{
    // UnigineScript code
#}

Expression expression_name = named_script

You can also specify a path to an external script file (in usc or h format) or the name of a different Script node inside this material:

ULON
Script external_script = "some/path/to/your/script.usc";	// script.usc consists of some UnigineScript code

Script linked_script = external_script 

Expression RENDER_CALLBACK_* = linked_script

To include the code of a different script use the following marker: #script script_name.

Source code (ULON)
Script a = 
#{
        // UnigineScript code A
}#

Script b = 
#{
        // UnigineScript code B
        #script a
}#

// the result script b will look like this: 
Script b = 
#{
        // UnigineScript code B
        // UnigineScript code A
#}
Last update: 2023-12-19
Build: ()