This page has been translated automatically.
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
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

Point Object Parameters

Houses, landmarks, and other such objects are placed at specific points of the terrain. Two shape types can be selected and used for point object placement:

  • Point — the object is placed at the position specified by the point and oriented the same way as when saved to a *.node file.

    An example of setting points is given here.

  • Line — the object is placed at the position specified by the first point, while the second point determines the orientation of the object's forward direction vector (positive Y).

    An example of setting lines is given here.

The object location and details are retrieved from vector data sources (*.shp and *.geojson assets).

Filter settings are described here.

Parameters#

Node

The path to the primary object's *.node file.

The process of creating an object is described here.

Notice
Intersections should be enabled for any type of the primary object.
Use as Fence Option for lengthy objects such as fences and pipes. When creating point objects, this option should be disabled.
Autosize

Autosizing for lengthy objects such as fences and pipes. If enabled, basic objects are stretched and placed with zero-spacing so that bounding boxes of the first and the last basic objects are aligned with start and end points of the line segment respectively.

Disabling this option makes the following parameters available:

Step Distance between two adjacent basic objects, in units.
Start offset Offset of the first basic object's pivot from the start point of the line segment, in units.
End offset Offset of the last basic object's pivot from the end point of the line segment, in units.
Fit to size Enables stretching/shrinking of basic objects so that they are placed along line segments without spaces between them.
Collider

Flag indicating if collisions for the generated object are to be detected.

Notice
Available only for geometry type.
Drop To Ground Flag indicating if the generated object will be aligned with the terrain surface.
Height Offset (m)

Distance from the terrain surface along the Z-axis, in meters.

Notice
If you see the generated object partially, You can try to increase this value to lift it above the terrain surface.
Bake To Cluster If enabled, bakes generated point objects to Mesh Cluster. If disabled, generated objects are added to the world hierarchy as NodeReference objects.
Forward Axis Axis which determines the orientation of the primary object: X, -X, Y, -Y.
Split Billboards Length (km)

This parameter is required if your primary object is a billboard, to control the number of Billboards objects to be generated due to area splitting:

  • Low values will increase the number of generated Billboards objects.
  • High values will reduce this number.
Notice
The maximum number of billboards contained in a single Billboards object is limited to 8000. Thus, the number of generated Billboards objects is also affected by the total number of points, where the Billboards are to be placed. Although Billboards are performance-friendly, generating too many of them may reduce performance.
Last update: 2024-12-13
Build: ()