Table of contents
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- Unigine Basics
- 1. Introduction
- 1.1. What is an 'Engine'? How Games and 3D-Applications Are Made?
- 1.2. Getting Started with UNIGINE
- 1.3. Getting to Know UnigineEditor
- 1.4. Content in Your Projects
- 2. Managing Virtual Worlds
- 2.1. World Structure and Built-In Objects
- 2.2. Instancing Objects
- 2.3. World Settings
- 3. Preparing 3D Models
- 3.1. Scene Geometry
- 4. Materials
- 4.1. Materials Basics
- 4.2. Working With Materials in Editor
- 4.3. Textures in Materials
- 4.4. Creating Your Own Materials
- 4.5. Working with Texture Editor
- 5. Cameras and Lighting
- 5.1. Cameras
- 5.2. Lighting
- 5.2.1. Light Sources
- 5.2.2. Static and Dynamic Lighting
- 5.2.3. Light Maps
- 5.2.4. Global Illumination
- 6. Implementing Application Logic
- 6.1. Basics
- 6.2. PROJECT1: ArchViz
- 6.3. Working With Components in Editor
- 6.4. Solutions for Common Cases
- 6.4.1. Processing the Input (keyboard, mouse). Intersections
- 6.4.2. Moving and Rotating an Object
- 6.4.3. Working With Time (IFps)
- 6.4.4. Creating and Removing Nodes Via Code
- 6.4.5. Managing Materials
- 6.4.6. User Interface
- 6.4.7. Playing Sounds
- 7. Making Cutscenes and Recording Videos
- 7.1. Animations With Tracker
- 7.2. Making Videos With Video Grabber
- 8. Preparing Your Project for Release
- 8.1 Automatic Recompilation
- 8.2. Packing Your Files
- 8.3. Launcher Configuration
- 8.4. Removing Unused Assets
- 8.5. Copying User Files
- 8.6. Practice
- 9. Physics
- 9.1. Built-In Physics Module
- 9.2. Collision Detection and Raycasting
- 10. Optimization Basics
- 10.1. Performance Profiling Tools
- 10.2. Basic Optimization Techniques
- 10.2.1. Working with Content
- 11. PROJECT2: First-Person Shooter
- 11.1. Assembling a First-Person Setup With Controls
- 11.2. Shooting Implementation
- 11.3. Adding Visual Effects
- 11.4. GUI for Crosshair and Current Game Stats
- 11.5. Adding Enemies With AI
- 11.6. Health and Damage
- 11.7. Controlling the Game Process
- 11.8. Assembling the Final Build
- 12. PROJECT3: Third-Person Cross-Country Arcade Racing Game
- 12.1. Assembling the Vehicle
- 12.2. Setting Up The Camera
- 12.3. Implementing Vehicle Physics
- 12.4. Implementing Controls
- 12.5. Creating a Landscape
- 12.6. Implementing Gameplay
- 12.7. Assembling the Final Build
- 13. PROJECT4: VR Application With Simple Interaction
- 13.1. Developing VR Applications
- 13.2. Creating an Application Using the Template
- 13.3. Extending Basic Functionality
- 13.3.1. Attaching Object to HMD
- 13.3.2. Restricting Teleportations
- 13.3.3. Changing Controller Grip Button to Trigger
- 13.3.4. Adding Interactive Area
- 13.3.5. Changing Material by Laser Pointer
- 13.3.6. Customizing Menu
- 13.3.7. Adding a New Interactable Object
- 13.4. Assembling the Final Build
- 14. Conclusion
- Getting Started
- Quick Start
- What's Inside?
- Downloading and Installing UNIGINE SDK
- Project Workflow
- Programming Quick Start
- Introduction
- Programming Quick References
- 1. Setting Up the Project
- 2. Creating the Controllable Character
- 3. Implementing Shooting
- 4. Generating Physical Objects
- 5. Implementing Color Zone
- 6. Playing Background Music
- 7. Managing Game Rules
- 8. Creating the End UI
- 9. Building the Project
- Getting Started with VR
- Classes and Components Overview
- System Requirements
- Migrating to UNIGINE
- Migrating to UNIGINE From Unreal Engine
- Content Creation
- Programming
- Physics
- Migrating to UNIGINE From Unity
- Content Creation
- Programming
- Physics
- Video Tutorials
- Interface
- SDK Browser Interface
- Editor Interface
- Scene Viewport
- Essentials
- Importing 3D Models
- Instancing Nodes
- Materials
- Lighting
- Tracker Tool
- Global Illumination
- Content Optimization
- Decals
- Performance Inspection with Microprofile
- Textures
- Procedural Texturing
- Bit Masking
- Audio Sources and Sound Effects
- Cached Shadows
- Water
- Physics
- C# Component System
- Landscape Terrain
- Volumetric Clouds
- Node References: Must-Knows
- Georeferenced Terrain Generation Using Sandworm
- Advanced
- Microprofile for Artists
- How To
- Basics
- Export 3D Models from Autodesk Maya
- Export 3D Models from Blender
- Export 3D Models from Cinema 4D
- Export 3D Models from Autodesk 3ds Max
- Edit Source Code with a Custom IDE
- Change the Default World On Startup
- Customize Boot Screen
- Disable Splash Screen
- Use Texture Profiler to Optimize Performance
- Use Physical Water To Make Objects Float and Imitate Streams
- Configure Levels of Detail (LODs)
- Using Autogenerated LODs
- Delete Unused Assets from the Final Build
- Transfer Assets to Another Project
- Swapping and Transforming Objects for More Variations
- Using Cluster Brush Editor
- Replacing Assets in the Project
- Capturing Screenshots and Frame Sequences
- Use Cleaner to Delete Unused Assets from a Project
- Asset Browser
- Migrate Scene From Unity To UNIGINE
- Fix Excessive Visibility Range For Objects
- Create Camera From Current Viewport
- Remove Unwanted Particles From a Certain Volume
- Lock Camera Transformation
- Change Particle Trajectories Using Deflectors
- C# Programming
- Print User Messages to Console with C#
- Access Assets from C# Components
- Access Nodes from C# Components
- Create C# (.NET) Project
- Debug C# Project in Visual Studio Code
- Debug C# Project in Visual Studio
- Customize Loading Screens
- Use World Triggers to Detect Nodes by Their Bounds
- Use Physical Triggers to Catch Physical Objects
- Use Node Triggers to Detect Changes in Node States
- Use Intersections to Select Objects with the Mouse
- Handle Contacts on Collision
- Create a Final Build for a C# Project
- C++ Programming
- Create a C++ Project
- Create a C++ Project (CMake)
- Create a Final Build for a C++ Project
- Rendering
- Enable Planar Reflections
- Bake Global Illumination to Voxel Probes
- Bake Reflections to Environment Probes
- Use Cached Shadows
- Create Scriptable Materials
- Bake Global Illumination to Lightmaps
- Reuse Lightmaps for Levels of Detail
- Use Particle Systems to Create Fountain with Sparks
- Tweak Baked Lighting Dynamically via the Lightmap Color
- Combine Baked Lighting and Reflections via Additive Blending
- Customize Environment Lighting
- Make Thin Geometry Visible at Long Distances
- Cut Out Unwanted Reflections in Occluded Areas of Irregular-Shaped Rooms
- Create Vertex Color Based Animation for Vegetation
- Set Up Adaptive Camera Exposure
- Use Surface Custom Texture
- Create and Use Flowmaps
- Analyse Lighting Using Light Meter
- Create a Custom Post-Effect Using Material Editor
- Enable Panorama Space Dynamic Global Illumination (PSDGI)
- Professional (SIM)
- Quick start with IG Template for a Flight Simulator
- Principles of Operation
- Animation
- Virtual World Structure
- World Management
- Properties
- Hierarchy and Inheritance
- Component System
- C++ Component System
- C# Component System
- Rendering
- Rendering Sequence
- Parallel-Split Shadow Mapping
- Anti-Aliasing
- Fast approXimate Anti-Aliasing (FXAA)
- Temporal Anti-Aliasing (TAA)
- Subpixel Reconstruction Anti-Aliasing (SRAA)
- Supersampling
- Interleaved Lights Rendering
- Alpha Blending
- Output Modes
- Stereo Rendering
- Separate Images Output with Separate Plugin
- Quad Buffered Stereo Support
- Oculus Rift Output with Oculus Plugin
- VR Output with OpenVR Plugin
- Varjo Output with Varjo Plugin
- Multi-Monitor Rendering
- SpiderVision Plugin for Multi-Monitor and Projection Rendering
- Setting up Viewports
- Presets
- Configuring Projections
- Calibration Grid
- 3 Monitor Output with Surround Plugin
- Panoramic Rendering
- Upscaling with DLSS and FSR
- Physics
- Physical Bodies
- Cloth Body
- Dummy Body
- Fracture Body
- Path Body
- Ragdoll Body
- Rigid Body
- Rope Body
- Water Body
- Shapes
- Collision Detection
- Joints
- Simulation of Physics
- Bit Masking
- Import System
- Export System
- File System
- Asynchronous Data Streaming
- Memory Allocator
- SDK Browser 2
- Projects
- Licensing and License Types
- License Activation
- Managing Company Accounts and Licenses
- How to Count Seats and Channels
- How to Install and Activate Editor For Sim
- Add-Ons
- Airport Assets
- Eastern European Countryside
- Docs Sample Content
- IG Aviation
- Industrial Assets
- Road Tool Constructor
- Scans
- Vegetation
- VFX
- VideoTexture
- Weather
- Georeferenced Terrain Generation
- Procedural Generation Assets
- Demos
- CIGI
- C# Component Samples
- Animation
- Arcade Sample
- Cameras
- Character Controller
- Components
- Create Nodes
- Input
- Materials
- Navigation
- Objects
- Sounds
- Tracker
- Transformation
- Water Global
- Weapon Clipping
- Widgets
- World Intersection
- C# Third Person Platformer
- CPP Samples
- Basics
- Input
- Intersection
- Landscape Terrain
- Multi-View
- Network
- Objects
- Physics-Based Animation
- Players
- Render to Texture
- Tracked Vehicle
- Tracker
- Water Global
- Widgets
- CPP SIM Samples
- Drone Simulator
- Earthworks
- Fox Hole
- Mars
- Oil Platform
- Oil Refinery
- Orbits
- ROS Vehicle
- Superposition
- Syncker
- Viewer
- VR Sample
- API Samples
- C++ API
- Animation
- Import
- Logics
- Nodes
- Physics
- Render
- Scripts
- Systems
- Widgets
- WindowManager
- C# API
- Nodes
- Physics
- Scripts
- Systems
- Widgets
- 3rd Party
- QT
- NVIDIA
- Dear ImGui
- Other
- Sounds
- Network
- Photon Integration Sample
- Changelog
- UnigineEditor
- Interface Overview
- Layout Customization
- Context Menus
- Assets Workflow
- Asset Types
- Assets and Runtime Files
- Creating and Importing Assets
- FBX Import Guide
- CAD Import Guide
- Texture Import Guide
- Exporting 3D Models From Blender
- Exporting 3D Models From Autodesk Maya
- Exporting 3D Models From Autodesk 3ds Max
- Exporting 3D Models From Maxon Cinema 4D
- Organizing Assets
- Copying Assets From Other Projects
- Optimizing Assets
- Content Profiler
- Profiling Textures
- Profiling Surfaces
- Cleaner
- Connections Between Assets
- Upgrading Assets
- Project Files
- Version Control
- VCSIntegration Plugin
- Git
- Subversion
- Managing Packages
- Settings and Preferences
- Editor Settings and Hotkeys
- World Settings
- Render Settings
- Screen
- Upscalers
- Visibility Distances
- Textures
- Lights
- Transparent
- Shadows
- Tessellation
- Global Illumination Settings
- SSAO
- SSGI
- Bent Normal
- SSR
- Denoise
- Subsurface Scattering
- Dynamic Reflections
- Decals
- SSBevel
- SSDirt
- Landscape
- Terrain
- Water
- Clouds
- Vegetation
- Environment
- Occlusion Culling
- Camera Effects
- Color Correction
- Buffers
- Streaming
- Materials Quality
- Custom Post Materials
- Debug Materials
- Custom Composite Materials
- Wireframe Color
- Global Physics Settings
- Global Sound Settings
- Controls Settings
- Working With Projects
- Packing a Final Build for Publishing
- Managing Worlds
- Scene Navigation
- Creating Nodes
- Selecting and Positioning Nodes
- Organizing Nodes
- Node Dependencies
- Exporting Nodes
- Instancing Nodes
- Adjusting Node Parameters
- Transformation and Common Parameters
- Visual Representation
- Properties
- Physics and Sound
- Geo Coordinates
- Setting Up Materials
- Organizing Materials
- Pre-Compiling Shaders
- Setting Up Properties
- Organizing Properties
- Lighting
- Environment
- Light Sources
- Shadows
- Global Illumination
- Bake Lighting Window
- Lightmapping
- Voxel-Based GI
- Environment Probes
- Light Meter
- Reflections
- Setting Up Cameras
- Using Visual Debugging
- Using Visual Helpers
- Sandworm
- Interface Overwiew
- Workflow
- Creating Landscape
- Adding a Mask
- Adding Vegetation
- Adding Roads
- Placing Points
- Pipelines, Fences, Powerlines
- Adding Buildings
- Generating the Terrain and Objects
- Sources and Their Parameters
- Elevation and Imagery
- Mask
- Buildings
- Vegetation
- Points
- Roads
- Generation Settings
- Export Area
- Data Types
- Projection
- Curvature
- Quality
- Distributed Generation and Headless Mode
- Output Directories and Files
- Questions and Answers
- Using Editor Tools for Specific Tasks
- Making Cutscenes: Animations & Camera Control
- Basic Operations in Tracker
- Creating Type-Specific Tracks
- Usage Example
- Running Tracks in Application
- Capturing Screenshots and Frame Sequences
- Adding Variations for a More Realistic Environment
- Generating Impostors with Impostors Creator
- Editing Global Terrain
- Editing Landscape Terrain
- Batch Rename
- Mask Editor for Grass and Clutters
- Cluster Editor
- Texture Editor
- Brush Tool
- Pencil Tool
- Eraser Tool
- Smooth Tool
- Smudge Tool
- Contrast Tool
- Brightness Tool
- Saturation Tool
- Replace Color Tool
- Invert Tool
- Flow Map Tool
- Draw Mesh Data Tool
- Ambient Occlusion Tool
- Curvature Tool
- Leaks Tool
- Color Picker Tool
- Extending Editor Functionality
- Setting Up Environment
- Creating Your First Editor Plugin
- Managing Assets in Editor Plugins
- VR Editor Plugin
- Editing Curves
- Tools
- Plugins for 3D Editors
- Plugins for 3ds Max
- Plugins for Maya
- Performance Profiling Tools
- Performance Profiler
- Microprofile
- USC Interpreter
- Archiver
- Resource
- Upgrade Script
- Runtimes Generator
- Built-in Node Types
- Nodes
- Node
- Node Reference
- Dummy Node
- Layer
- Trigger
- Objects
- Dummy Object
- Static Mesh
- Skinned Mesh
- Dynamic Mesh
- Mesh Cluster
- Mesh Clutter
- Terrain
- Landscape Terrain
- Landscape Layer Map
- Configuring Details
- Configuring Visualization and Performance
- Importing Heightmaps
- Import from World Creator 2
- Import from Quadspinner GAEA
- Import from World Machine
- Import from Houdini
- Import from Instant Terra
- Global Terrain
- Global Terrain Details
- Terrain for a FlightSim: Best Practices
- Text Object
- Water
- Global Water
- Water Mesh
- Sky
- Cloud Layer
- Grass
- Grass Settings
- Tutorial: Adding Grass
- Billboards
- Stars Generator for Billboards
- GUI Objects
- GUI
- GUI Mesh
- Effects
- Particle System
- Particles Deflector
- Particles Spacer
- Volumetric Objects
- Volume Box
- Volume Sphere
- Volume Omni
- Volume Projected
- Fields
- Field Spacer
- Field Animation
- Field Height
- Field Shoreline
- Field Weather
- Physicals
- Physical Wind
- Physical Force
- Physical Noise
- Physical Water
- Physical Trigger
- Decals
- Projected Decal
- Orthographic Decal
- Mesh Decal
- Light Sources
- Light Sources Parameters
- Omni Light
- Projected Light
- World Light
- Environment Probe
- Voxel Probe
- Planar Reflection Probe
- Geodetics
- Geodetic Pivot
- World Nodes
- World Trigger
- World Clutter
- Switcher
- Occluders
- Occluder
- Occluder Mesh
- Transforms
- Transform Path
- Transform Bone
- World Expression
- World Spline Graph
- Sound Objects
- Sound Source
- Sound Reverb
- Pathfinding Objects
- Navigation Areas
- Navigation Sector
- Navigation Mesh
- Obstacles
- Obstacle Box
- Obstacle Sphere
- Obstacle Capsule
- Players
- Player Actor
- Player Dummy
- Player Persecutor
- Player Spectator
- Programming
- Fundamentals
- Programming Overview
- Engine Architecture
- Execution Sequence
- Application Logic System
- Engine Initialization
- Engine Main Loop
- Engine Shutdown
- Where to Put Your Code
- Working with Smart Pointers
- Accessing Nodes and Files via Properties
- Thread Safety
- Matrix Transformations
- Camera Matrices
- Event Handling
- Event Handling Callbacks
- Setting Up Development Environment
- Windows Development Environment
- Linux Development Environment
- Usage Examples
- Working with Landscape Terrain via Code
- High-Level Car Physics System (C++)
- Custom Import Plugin
- Importing Models Directly to Memory
- C++ Component System
- Customizing Mouse Cursor and Behavior
- Basic Object Movements
- Creating and Attaching a Cloth
- A Car with Wheel Joints
- Creating A Simple Mechanism Using Joints
- Navigation and Pathfinding
- Creating Routes
- Creating 2D Routes within Navigation Sector with Obstacles
- Creating Routes within Connected Navigation Sectors
- Creating Pylons and Wires Using Ropes
- Dynamic Meshes
- Enabling Selective Surface-Based Collision
- Playing Sounds on Collisions
- Intersections
- Mesh Class
- Working with Console
- Sharing Data
- Splitting Logic Between Several WorldLogic Classes
- Using Manipulators to Transform Objects
- Making Screenshots at Runtime
- Handling Contacts on Collision
- Controlling Sound Sources Globally
- Making a First-Person Shooter (C#)
- C++
- Creating C++ Application
- Creating C++ Plugin
- C++ Integration Samples
- Integrating with Frameworks
- Unigine Integration into Qt Application
- C++ Usage Examples
- Extending UnigineScript
- Library's Namespace
- Variable Export
- Constant Export
- Function Export
- Class Export
- Data Structure Export
- Callbacks
- Serialization
- UnigineScript Containers
- C#
- Creating C# Application
- Debugging C# Components
- Garbage Collector
- C# API Reference
- C# Integration Samples
- Integrating with Frameworks
- C# Usage Examples
- C# Component System
- Plugin Class
- Package Class
- Widget Dialog
- Extending UnigineScript
- Callbacks
- UnigineScript Containers
- Variable Export
- UnigineScript
- Creating UnigineScript Application
- Adding Scripts to the Project
- The Language
- Structure of a Program
- Data Types
- Operators
- Control Statements
- Selection Statements
- if-else
- switch-case
- Iteration Statements
- for
- while
- do-while
- forloop
- foreach
- foreachkey
- Jump Statements
- return
- goto
- break
- continue
- Other Statements
- yield
- wait
- call()
- thread()
- Containers
- Functions
- Scope. Namespaces
- Object Oriented Programming
- Interface Class
- Preprocessor Directives
- Templates
- Language Features
- System Functions
- String Global Functions
- Script Debugging
- Handling Ownership When Using Scripts
- High-Level Systems
- UnigineScript Basic Utilities
- Unigine::Widgets
- User Interfaces for Unigine::Widgets
- Input System
- Dialogs Script
- Samples
- Objects
- cluster_00
- cluster_01
- dynamic_00
- dynamic_01
- dynamic_02
- dynamic_03
- dynamic_04
- dynamic_05
- gui_00
- gui_01
- gui_02
- gui_03
- gui_04
- gui_05
- mesh_00
- mesh_01
- Plugins
- app_oculus_00
- app_surround_00
- gpu_monitor_00
- Shaders
- scriptable_00
- Cache Files
- UUSL (Unified UNIGINE Shader Language)
- UUSL Keywords
- UUSL Common Intrinsic Functions
- UUSL GBuffer Structure
- UUSL Parameters
- UUSL Textures and Buffers
- UUSL Semantics
- UUSL Tessellation
- UUSL Color Spaces
- UUSL Matrices
- UUSL Noise
- UUSL Pack Utils
- UUSL Parallax
- UUSL Compute Shaders
- Creating a Custom Shader for Post-Processing
- Plugins
- ARTTRACK Plugin
- FbxImporter Plugin
- CadImporter Plugin
- GeodeticsPlugin
- GPU Monitoring with GPUMonitor Plugin
- Kinect2 Plugin
- LeapMotion Plugin
- Ultraleap Plugin
- Syncker Plugin
- Syncker-Specific Options
- Implementing Syncker Logic for a Custom Project
- System Menu
- Teslasuit Plugin
- VRPN Plugin
- FMOD Plugin
- UsdExporter Plugin
- WebStream Plugin
- File Formats
- Unigine Language Object Notation
- Mesh File Formats
- Materials Files
- XML Base Material File Format
- ULON Base Material File Format
- Groups
- Options
- States
- Conditions
- Textures
- Shaders
- Passes
- Parameters
- Expressions
- Scripts
- Binds
- User Material File Format
- Property File Format
- Spline File Format
- Materials and Shaders
- Abstract Materials
- Mesh
- Mesh Transparent
- Mesh Unlit
- Decal
- Startup Command-Line Options
- Console
- Configuration Files
- Rebuilding the Engine Tools
- Rebuild in Windows via Visual Studio
- Semi-automatic Compilation with Build Script
- Protecting Your Data with a Password
- GUI
- Window Management
- Loading and Splash Screens
- UI Files
- Containers
- Widgets
- Localization
- RC Files
- Skin Layout
- Usage Example
- Double Precision Coordinates
- Usage
- Performance Analyzer
- Engine Version
- TCP/UDP Port Numbers
- API
- Animations-Related Classes
- AnimationBind Class
- AnimationBindMaterial Class
- AnimationBindNode Class
- AnimationBindPropertyParameter Class
- AnimationBindRuntime Class
- AnimationCurve Class
- AnimationCurveBool Class
- AnimationCurveDouble Class
- AnimationCurveFloat Class
- AnimationCurveInt Class
- AnimationCurveQuat Class
- AnimationCurveScalar Class
- AnimationCurveString Class
- AnimationCurveUGUID Class
- AnimationFrame Class
- AnimationMask Class
- AnimationModifier Class
- AnimationModifierBones Class
- AnimationModifierBool Class
- AnimationModifierDVec2 Class
- AnimationModifierDVec3 Class
- AnimationModifierDVec4 Class
- AnimationModifierDouble Class
- AnimationModifierFVec2 Class
- AnimationModifierFVec3 Class
- AnimationModifierFVec4 Class
- AnimationModifierFloat Class
- AnimationModifierIVec2 Class
- AnimationModifierIVec3 Class
- AnimationModifierIVec4 Class
- AnimationModifierInfo Class
- AnimationModifierInt Class
- AnimationModifierMat4 Class
- AnimationModifierNode Class
- AnimationModifierQuat Class
- AnimationModifierScalar Class
- AnimationModifierString Class
- AnimationModifierTrack Class
- AnimationModifierUGUID Class
- AnimationModifierVec2 Class
- AnimationModifierVec3 Class
- AnimationModifierVec4 Class
- AnimationObject Class
- AnimationObjectMaterial Class
- AnimationObjectNode Class
- AnimationObjectPropertyParameter Class
- AnimationObjectRuntime Class
- AnimationObjectTrack Class
- AnimationPlayback Class
- AnimationTrack Class
- Animations Class
- Containers
- Container Functions
- ArrayMap Classes
- ArrayMap Class
- ArrayMap::Iterator Class
- ArrayVector Class
- BiMap Class
- HashMap Class
- HashSet Class
- Map Class
- Pair Class
- Set Class
- Tree Classes
- Tree Class
- Tree::ConstIterator Class
- Tree::Iterator Class
- Vector Classes
- Vector Class
- Vector::ConstIterator Class
- Vector::Iterator Class
- VectorStack Class
- Common Functionality
- Async Class
- ScopedLock Class
- ScopedReaderLock Class
- ScopedReentrantLock Class
- ScopedWriterLock Class
- Atomic Class
- BackoffSpinner Class
- Mutex Class
- ReentrantMutex Class
- RWMutex Class
- Blob Class
- Callback-Related Classes
- CallbackBase Class
- CallbackBase1 Class
- CallbackBase2 Class
- CallbackBase3 Class
- CallbackBase4 Class
- CallbackBase5 Class
- Event-Related Classes
- EventConnection Class
- EventConnections Class
- Signal Class
- Checksum-Related Classes
- Checksum Class
- CRC32 Class
- MD5 Class
- SHA1 Class
- SHA256 Class
- Compress Class
- ConsoleVariableFloat Class
- ConsoleVariableInt Class
- ConsoleVariableString Class
- ConsoleVariableVec2 Class
- ConsoleVariableVec3 Class
- ConsoleVariableVec4 Class
- Curve2d Class
- Expression Class
- ExternClass Class
- FunctionBase Class
- Hash Class
- Hasher Class
- File Import Classes
- Import Class
- Importer Class
- ImportAnimation Class
- ImportCamera Class
- ImportGeometry Class
- ImportLight Class
- ImportMaterial Class
- ImportMesh Class
- ImportNode Class
- ImportProcessor Class
- ImportScene Class
- ImportSurface Class
- ImportTexture Class
- File Export Classes
- Export Class
- Exporter Class
- Image Class
- ImageConverter Class
- Interpreter Class
- Json Class
- Log Class
- Logic Classes
- EditorLogic Class
- SystemLogic Class
- WorldLogic Class
- Component System Classes
- C++
- ComponentBase Class
- ComponentSystem Class
- ComponentVariable Class
- C#
- Component Class
- ComponentSystem Class
- AssetLink Class
- AssetLinkNode Class
- OS Functions
- Palette Class
- Path Class
- Plugin Class
- Property Class
- PropertyParameter Class
- Ptr Class
- Reflection Class
- RegExp Class
- Resource Class
- Stream Class
- String Class
- StringArray Class
- StringPtr Class
- StringStack Class
- Thread Class
- Time Class
- Timer Struct
- TypeInfo Class
- UlonArg Class
- UlonValue Class
- UlonNode Class
- Unigine Namespace Items
- Utils Class
- Xml Class
- Variable Class
- Controls-Related Classes
- Controls Class
- ControlsApp Class
- ControlsDummy Class
- Input Class
- InputEvent Class
- InputEventKeyboard Class
- InputEventMouseButton Class
- InputEventMouseMotion Class
- InputEventMouseWheel Class
- InputEventVRAxisMotion Class
- InputEventVRButton Class
- InputEventVRButtonTouch Class
- InputEventVRDevice Class
- InputEventSystem Class
- InputEventText Class
- InputEventTouch Class
- InputEventJoyDevice Class
- InputEventJoyButton Class
- InputEventJoyAxisMotion Class
- InputEventJoyPovMotion Class
- InputEventPadButton Class
- InputEventPadDevice Class
- InputEventPadAxisMotion Class
- InputEventPadTouchMotion Class
- InputGamePad Class
- InputJoystick Class
- InputVRBaseStation Class
- InputVRController Class
- InputVRDevice Class
- InputVRHead Class
- InputVRTracker Class
- Engine-Related Classes
- BootConfig Class
- CustomSystemProxy Class
- Config Class
- Console Class
- Editor Class
- Engine Class
- EnginePtr Class
- engine.system Functions
- EnginePlugins Class
- Game Class
- GameIntersection Class
- LoadingScreen Class
- Memory Class
- Profiler Class
- Properties Class
- Sound Class
- Sounds Class
- SystemDialog Class
- SystemInfo Class
- UserConfig Class
- Visualizer Class
- World Class
- Filesystem Functionality
- Dir Class
- File Class
- FileSystem Class
- FileSystemAssets Class
- FileSystemMount Class
- AsyncQueue Class
- File System Functions
- Package Class
- PackageUng Class
- UGUID Class
- GUI-Related Classes
- Gui Class
- UserInterface Class
- Displays Class
- EngineWindow Class
- EngineWindowGroup Class
- EngineWindowViewport Class
- WindowManager Class
- WindowEvent Class
- WindowEventDpi Class
- WindowEventDrop Class
- WindowEventGeneric Class
- Widget Class
- WidgetButton Class
- WidgetCanvas Class
- WidgetCheckBox Class
- WidgetComboBox Class
- WidgetDialog Class
- WidgetDialogColor Class
- WidgetDialogFile Class
- WidgetDialogImage Class
- WidgetDialogMessage Class
- WidgetEditLine Class
- WidgetEditText Class
- WidgetExternBase Class
- WidgetExtern Class
- WidgetGridBox Class
- WidgetGroupBox Class
- WidgetHBox Class
- WidgetHitTestArea Class
- WidgetHPaned Class
- WidgetIcon Class
- WidgetLabel Class
- WidgetListBox Class
- WidgetManipulator Class
- WidgetManipulatorRotator Class
- WidgetManipulatorScaler Class
- WidgetManipulatorTranslator Class
- WidgetMenuBar Class
- WidgetMenuBox Class
- WidgetScroll Class
- WidgetScrollBox Class
- WidgetSlider Class
- WidgetSpacer Class
- WidgetSpinBox Class
- WidgetSpinBoxDouble Class
- WidgetSprite Class
- WidgetSpriteNode Class
- WidgetSpriteShader Class
- WidgetSpriteVideo Class
- WidgetSpriteViewport Class
- WidgetTabBox Class
- WidgetTreeBox Class
- WidgetVBox Class
- WidgetVPaned Class
- WidgetWindow Class
- Math Functionality
- Math Functionality (C#)
- Geometry Class (C#)
- Math Common Functions (C#)
- Math 2D Functions (C#)
- Bounds-Related Classes (C#)
- BoundBox Struct (C#)
- BoundFrustum Struct (C#)
- BoundSphere Struct (C#)
- WorldBoundBox Struct (C#)
- WorldBoundFrustum Struct (C#)
- WorldBoundSphere Struct (C#)
- Random Struct (C#)
- Bits8 Struct (C#)
- Bits16 Struct (C#)
- Bits32 Struct (C#)
- Bits64 Struct (C#)
- bvec4 Struct (C#)
- dmat4 Struct (C#)
- dvec2 Struct (C#)
- dvec3 Struct (C#)
- dvec4 Struct (C#)
- ivec2 Struct (C#)
- ivec3 Struct (C#)
- ivec4 Struct (C#)
- mat2 Struct (C#)
- mat3 Struct (C#)
- mat4 Struct (C#)
- quat Struct (C#)
- vec2 Struct (C#)
- vec3 Struct (C#)
- vec4 Struct (C#)
- Math Functionality (C++)
- Predefined Constants
- Auxiliary Types
- Bounds-Related Classes (C++)
- BoundBox Struct
- BoundFrustum Struct
- BoundSphere Struct
- WorldBoundBox Struct
- WorldBoundFrustum Struct
- WorldBoundSphere Struct
- Geometry Class
- Math Common Functions
- Math 2D Functions
- Math Exponential Functions
- Math Matrix Functions
- Math Trigonometrical Functions
- Bits Class
- BitStream Class
- bvec4 Class
- Concave Class
- ConcaveConvexCompare Class
- Convex Class
- dmat4 Class
- dvec2 Class
- dvec3 Class
- dvec4 Class
- half Class
- hvec2 Class
- hvec3 Class
- hvec4 Class
- ivec2 Class
- ivec3 Class
- ivec4 Class
- mat2 Class
- mat3 Class
- mat4 Class
- Noise Class
- Polygon Class
- quat Class
- Random Class
- SHBasis Class
- svec4 Class
- vec2 Class
- vec3 Class
- vec4 Class
- Node-Related Classes
- Node Class
- NodeAnimationPlayback Class
- NodeDummy Class
- NodeExtern Class
- NodeExternBase Class
- NodeLayer Class
- NodeReference Class
- NodeTrigger Class
- Decals-Related Classes
- Decal Class
- DecalMesh Class
- DecalOrtho Class
- DecalProj Class
- Field-Related Classes
- Field Class
- FieldAnimation Class
- FieldHeight Class
- FieldShoreline Class
- FieldSpacer Class
- FieldWeather Class
- Geodetics-Related Classes
- Ellipsoid Class
- GeodeticPivot Class
- GeodeticsTransformer Class
- Lights-Related Classes
- BakeLighting Class
- Light Class
- LightEnvironmentProbe Class
- LightVoxelProbe Class
- LightPlanarProbe Class
- LightOmni Class
- LightProj Class
- LightWorld Class
- LightLensFlare Class
- Objects-Related Classes
- Object Class
- ObjectBillboards Class
- ObjectCloudLayer Class
- ObjectDummy Class
- ObjectDynamic Class
- ObjectExtern Class
- ObjectExternBase Class
- ObjectGrass Class
- ObjectGui Class
- ObjectGuiMesh Class
- ObjectIntersection Class
- ObjectIntersectionNormal Class
- ObjectIntersectionTexCoord Class
- ObjectLandscapeTerrain Classes
- ObjectLandscapeTerrain Class
- TerrainDetail Class
- TerrainDetailMask Class
- Landscape Class
- LandscapeLayerMap Class
- LandscapeMapFileCreator Class
- LandscapeMapFileCompression Class
- LandscapeMapFileSettings Class
- LandscapeFetch Class
- LandscapeImages Class
- LandscapeTextures Class
- ObjectMeshStatic Class
- ObjectMeshCluster Class
- ObjectMeshClutter Class
- ObjectMeshDynamic Class
- ObjectMeshSkinned Class
- BonesRetargeting Class
- ObjectMeshSplineCluster Class
- ObjectParticles Class
- ParticleModifier Class
- ParticleModifierScalar Class
- ParticleModifierVector Class
- ParticlesField Class
- ParticlesFieldDeflector Class
- ParticlesFieldSpacer Class
- ObjectSky Class
- ObjectTerrainGlobal Class
- TerrainGlobalDetail Class
- TerrainGlobalLod Class
- TerrainGlobalLodHeight Class
- TerrainGlobalLods Class
- TileSet Class
- TileSetFile Class
- ObjectText Class
- ObjectVolumeBox Class
- ObjectVolumeOmni Class
- ObjectVolumeProj Class
- ObjectVolumeSphere Class
- ObjectWaterMesh Class
- ObjectWaterGlobal Class
- Players-Related Classes
- Player Class
- PlayerActor Class
- PlayerDummy Class
- PlayerPersecutor Class
- PlayerSpectator Class
- Sound Nodes-Related Classes
- AmbientSource Class
- SoundReverb Class
- SoundSource Class
- World Nodes-Related Classes
- WorldClutter Class
- WorldExpression Class
- WorldExternBase Class
- WorldExtern Class
- WorldIntersection Class
- WorldIntersectionNormal Class
- WorldIntersectionTexCoord Class
- WorldOccluder Class
- WorldOccluderMesh Class
- WorldSplineGraph Class
- SplineGraph Class
- SplinePoint Class
- SplineSegment Class
- WorldSwitcher Class
- WorldTransformBone Class
- WorldTransformPath Class
- WorldTrigger Class
- Networking Functionality
- Socket Class
- SSLSocket Class
- Pathfinding-Related Classes
- Navigation Class
- NavigationMesh Class
- NavigationSector Class
- Obstacle Class
- ObstacleBox Class
- ObstacleCapsule Class
- ObstacleSphere Class
- PathRoute Class
- PathRouteIntersection Class
- Physics-Related Classes
- Contact Class
- ShapeContact Class
- Physics Class
- PhysicsIntersection Class
- PhysicsIntersectionNormal Class
- Bodies-Related Classes
- Body Class
- BodyCloth Class
- BodyDummy Class
- BodyFracture Class
- BodyParticles Class
- BodyPath Class
- BodyRagdoll Class
- BodyRigid Class
- BodyRope Class
- BodyWater Class
- Joints-Related Classes
- Joint Class
- JointBall Class
- JointCylindrical Class
- JointFixed Class
- JointHinge Class
- JointParticles Class
- JointPath Class
- JointPrismatic Class
- JointSuspension Class
- JointWheel Class
- Physical Nodes-Related Classes
- Physical Class
- PhysicalForce Class
- PhysicalTrigger Class
- PhysicalNoise Class
- PhysicalWater Class
- PhysicalWind Class
- Shapes-Related Classes
- Shape Class
- ShapeBox Class
- ShapeCapsule Class
- ShapeConvex Class
- ShapeCylinder Class
- ShapeSphere Class
- Plugins-Related Classes
- GPUMonitor Plugin
- GPUMonitor Class
- GPUMonitorPlugin Class
- SpiderVision Plugin
- BlendZonesData Class
- CalibrationGridData Class
- ColorCorrectionData Class
- DebugData Class
- SpiderVision::Manager Class
- DisplaysConfig Class
- EasyBlendData Class
- GroupData Class
- MasksData Class
- ViewportData Class
- WallGroupData Class
- WarpGridData Class
- Kinect Class
- Oculus Class
- engine.surround Functions
- Varjo Class
- OpenVR Class
- ARTTracker Class
- IG Plugin
- DISConnector Plugin
- DIS::Connector Class
- HLAConnector Plugin
- HLA::Connector Class
- CIGIConnector Plugin
- CIGI::Connector Class
- CigiAerosolResponse Class
- CigiAnimationNotify Class
- CigiArticulatedControl Class
- CigiArticulatedShortControl Class
- CigiAtmosphereControl Class
- CigiCelestialControl Class
- CigiComponentControl Class
- CigiComponentShortControl Class
- CigiEarthModelDef Class
- CigiEntityClampedControl Class
- CigiEntityControl Class
- CigiEnvironmentControl Class
- CigiEnvironmentPolygonControl Class
- CigiEnvironmentRequest Class
- CigiEventNotify Class
- CigiHatHotExtResponse Class
- CigiHatHotRequest Class
- CigiHatHotResponse Class
- CigiHostPacket Class
- CigiHostUserDefined Class
- CigiIGControl Class
- CigiIGMessage Class
- CigiIGPacket Class
- CigiIGUserDefined Class
- CigiLosExtResponse Class
- CigiLosResponse Class
- CigiLosSegmentRequest Class
- CigiLosVectorRequest Class
- CigiMaritimeControl Class
- CigiMaritimeResponse Class
- CigiPositionRequest Class
- CigiPositionResponse Class
- CigiRateControl Class
- CigiSegmentDef Class
- CigiSegmentNotify Class
- CigiSensorControl Class
- CigiSensorExtResponse Class
- CigiSensorResponse Class
- CigiStartOfFrame Class
- CigiSymbolCircleDef Class
- CigiSymbolClone Class
- CigiSymbolControl Class
- CigiSymbolLineDef Class
- CigiSymbolShortControl Class
- CigiSymbolSurfaceDef Class
- CigiSymbolTextDef Class
- CigiTerrestrialControl Class
- CigiTerrestrialResponse Class
- CigiTrackerControl Class
- CigiTrajectoryDef Class
- CigiViewControl Class
- CigiViewDef Class
- CigiVolumeDef Class
- CigiVolumeNotify Class
- CigiWaveControl Class
- CigiWeatherControl Class
- CigiWeatherResponse Class
- IG Manager Class
- IGConfig Class
- Component Class
- ComponentBaseInterface
- IGIntersection Structure
- ArticulatedPart Class
- CollisionSegment Class
- CollisionVolume Class
- Converter Class
- Entity Class
- LightController Class
- Meteo Class
- MeteoCameraEffects Class
- MeteoPositionParam Structure
- Region Class
- SkyMap Class
- SymbolsController Class
- SymbolsPlane Class
- Symbol Class
- SymbolPolyline Class
- SymbolCircle Class
- SymbolText Class
- ViewBase Class
- ViewGroup Class
- View Class
- Water Class
- WeatherLayer Class
- WeatherLayerCloud Class
- WeatherLayerPrecipitation Class
- FMOD Plugin
- Bank Class
- Bus Class
- Channel Class
- ChannelGroup Class
- DSP Class
- DSPType Class
- EventDescription Class
- EventInstance Class
- FMOD Class
- FMODCore Class
- FMODEnums Class
- FMODStructs Class
- FMODStudio Class
- Sound Class
- VCA Class
- LeapMotion Plugin
- LeapMotion Class
- Arm Struct
- Bone Struct
- Finger Struct
- Hand Struct
- Ultraleap Plugin
- Ultraleap Class
- UltraleapDevice Class
- UltraleapArm Class
- UltraleapBone Class
- UltraleapFinger Class
- UltraleapHand Class
- Steam Plugin
- Steam Class
- SteamLeaderboard Class
- Syncker Plugin
- Manager Class
- Syncker Class
- Master Class
- Slave Class
- Teslasuit Plugin
- TeslaSuitGeneral Class
- Suit Class
- SuitManager Class
- VRPN Plugin
- VrpnClient Class
- VrpnAnalogDevice Class
- VrpnButtonDevice Class
- VrpnTrackerDevice Class
- Rendering-Related Classes
- Camera Class
- EngineExpression Class
- Ffp Class
- Material Class
- Materials Class
- Mesh Class
- MeshRender Class
- MeshAnimation Class
- MeshDynamic Class
- Primitives Class
- Render Class
- RenderEnvironmentPreset Class
- Renderer Class
- RenderState Class
- RenderTarget Class
- ResourceFence Class
- ResourceExternalMemory Class
- Shader Class
- CPUShader Class
- StructuredBuffer Class
- Texture Class
- TextureRamp Class
- Viewport Class
- VR-Related Classes
- VR Class
- VREyeTracking Class
- VRMixedReality Class
- VRMarkerObject Class
- Content Creation
- 3D Models Requirements
- Art Assets Conversion
- Content Optimization
- Geometry Optimization
- Working with Large Number of Objects
- Setting Up LODs
- Using Impostors
- Switching Nodes On and Off
- Occlusion Culling
- Optimizing Grass
- Textures Optimization
- Materials Optimization
- Lights Optimization
- Dynamic Reflections Optimization
- Water Optimization
- Terrain Optimization
- Physics Optimization
- VR Best Practices
- Materials
- Hierarchy and Inheritance
- Material Editor
- Material Samples
- Blackbody Sample
- Blend By Height Sample
- Boiling Sample
- Cubemap Texture Sample
- Custom Code Sample
- Custom Subgraphs Sample
- Displacement Sample
- Dissolve Sample
- Energy Shield Sample
- Fade By Depth Sample
- Fresnel Effect Sample
- Glass Sample
- Hair Shading Sample
- Ice Sample
- Interior Mapping Sample
- Loop Sample
- Melting Sample
- Multi-Layered Material Sample
- Normal From Height Texture Sample
- Normal From Height Value Sample
- Object-Space Normal Map Sample
- Tangent-Space Normal Map Sample
- Panner Sample
- Portals Sample
- Procedural Tiles Sample
- Rain Sample
- Ramp Texture Sample
- UV Tiling and Offset Sample
- Vertex Animation Sample
- Vertex Color Sample
- Reparent to Graph Material
- Material Nodes Library
- Miscellaneous
- Material Node
- Final Node
- To Int Node
- Portal In Node
- Portal Out Node
- Expression Node
- Function Node
- Sub Graph Node
- Loop Begin Node
- Loop End Node
- Rotate Space Node
- Transform Space Node
- Reflect Node
- Refract Node
- Time Node
- Rotate UV Node
- Compose Float2 Node
- Compose Float3 Node
- Compose Float4 Node
- Compose Int2 Node
- Compose Int3 Node
- Compose Int4 Node
- Compose Float By Exponent Node
- Decompose Float By Exponent Node
- Color Saturation Node
- Contrast Node
- Flowmap Panner Node
- Flowmap Panner Simple Node
- Levels Node
- Posterize Node
- RGB To Luma Node
- HUE To RGB Node
- RGB To HCV Node
- RGB To HSV Node
- HSV To RGB Node
- RGB To HCY Node
- HCY To RGB Node
- RGB To HCL Node
- HCL To RGB Node
- RGB To HSL Node
- HSL To RGB Node
- RGB To YUV Node
- YUV To RGB Node
- RGB To YCbCr Node
- YCbCr To RGB Node
- RGB To YCgCo Node
- YCgCo To RGB Node
- Overlay Node
- Srgb Node
- Srgb Inverse Node
- Screen UV To View Direction Node
- Position to Screen UV Node
- Fast Position To Screen Uv Node
- Depth To Position Node
- Reorient Normal Blend Node
- Reorient Vector Blend Node
- Normal Reconstruct Z Node
- Position to Normal Node
- Specular to Metalness Node
- Calc Mip Level Node
- Calculate TBN Node
- Normalization TBN Node
- Normal To TBN Node
- Parallax Occlusion Mapping Node
- Parallax Simple Node
- Face Forward Node
- Vertex Interpolation Node
- Pack Unit Vector To Octahedron Node
- Unpack Octahedron To Unit Vector Node
- Pack 1212 To 888 Node
- Pack 888 To 1212 Node
- Pack 88 To 16 Node
- Pack 16 To 88 Node
- Pack 44 To 8 Node
- Pack 8 To 44 Node
- Pack 1616 To 8888 Node
- Pack 8888 To 1616 Node
- Refraction Simple For Thick Objects Node
- Refraction Screen UV Offset For Thick Objects Node
- Refraction Simple For Thin Objects Node
- Refraction Screen UV Offset For Thin Objects Node
- Refraction Raymarched Node
- Reflection Simple Node
- Reflection Raymarched Node
- HDRI Raymarched Node
- SSAO Raymarched Node
- SSGI Raymarched Node
- Specular Ambient Occlusion Node
- Screen Space Subsurface Scattering Node
- Triplanar Color Node
- Triplanar Normal Node
- Blend By Height Node
- Blend By Height Simple Node
- Tiling and Offset Node
- Normal From Height Value Node
- Normal From Height Texture Node
- Depth Fade Node
- Interior Mapping Texture 2D Node
- Interior Mapping Cubemap Node
- Blackbody Node
- Fresnel Node
- Fresnel PBR Node
- Tree Animation Node
- Grass Animation Node
- Animation Time Node
- Animation Old Time Node
- Get Vector From Basis Node
- Angle Between Vectors Node
- Flipbook Node
- Anisotropic Specular Brdf Node
- Hair Shading Node
- Curvature Node
- Ggx Brdf Importance Sampling Node
- Replace Color Node
- Float Correction By Ramp Node
- Color Correction By Ramp Node
- Mirror UV Node
- Material Quality Switch Node
- Input
- Is Auxiliary Pass Node
- Is GBuffer Pass Node
- Is Shadow Pass Node
- Is Baking GI Node
- Is Lightmap Node
- Is Front Face Node
- View Direction Node
- Camera Direction Node
- Camera Offset Node
- Camera Position Node
- Camera Near Node
- Camera Far Node
- Camera INear Node
- Camera IFar Node
- Matrix Projection Node
- Matrix IProjection Node
- Matrix Camera Projection Node
- Matrix Camera IProjection Node
- Matrix Modelview Node
- Matrix IModelview Node
- Matrix Old Modelview Node
- Matrix Old IModelview Delta Node
- Matrix Old IModelview Node
- Oblique Frustum Plane Node
- Screen Resolution Node
- Screen IResolution Node
- Screen Coord Node
- Screen UV Node
- Vertex Tangent Node
- Vertex Binormal Node
- Vertex Normal Node
- Vertex Color Node
- Vertex Position Node
- Vertex Depth Node
- Vertex UV 0 Node
- Vertex UV 1 Node
- Vertex ID Node
- Instance ID Node
- Material Mask Node
- Up Node
- Down Node
- Forward Node
- Back Node
- Right Node
- Left Node
- Vertex Front Face Node
- Object Position Node
- Object Scale Node
- Sun Direction Node
- Moon Direction Node
- Float Node
- Float2 Node
- Float3 Node
- Float4 Node
- Color (Float3) Node
- Color (Float4) Node
- Int Node
- Int2 Node
- Int3 Node
- Int4 Node
- Bool Node
- Frame Node
- IFps Node
- Game Scale Node
- Settings Nodes
- Parameters
- Bool Parameter Node
- Combobox Parameter Node
- Static Int Parameter Node
- Color Parameter Node Parameter Node
- Float Parameter Node
- Float2 Parameter Node
- Float3 Parameter Node
- Float4 Parameter Node
- Group Parameter Node
- Int Parameter Node
- Int2 Parameter Node
- Int3 Parameter Node
- Int4 Parameter Node
- Slider Parameter Node
- Texture2D Parameter Node
- Texture2DArray Parameter Node
- Texture2DInt Parameter Node
- Texture3D Parameter Node
- TextureCube Parameter Node
- TextureRamp R Parameter Node
- TextureRamp RG Parameter Node
- TextureRamp RGB Parameter Node
- TextureRamp RGBA Parameter Node
- Logical
- Equal Node
- Greater Node
- Less Node
- Less Or Equal Node
- Greater Or Equal Node
- Logical And Node
- Logical Or Node
- Logical Negative Node
- Bits And Node
- Bits Or Node
- Bits Xor Node
- Bits Negative Node
- Bits Shift Left Node
- Bits Shift Right Node
- Branch Node
- Combobox Switch Node
- Check Range Node
- Has Bit Node
- Decal-Related
- Decal Distance Fade Gradient Node
- Decal Material Mask Node
- Decal Matrix Projection Node
- Decal Matrix IProjection Node
- Decal Plane Node
- Decal Projected Normal Node
- Decal Projected Position Node
- Decal Radius Node
- Decal Scene Material Mask Node
- Decal Scene Normal Node
- Decal Scene Position Node
- Math
- Add Node
- Subtract Node
- Multiply Node
- Frac Node
- DDX Node
- DDX Coarse Node
- DDX Fine Node
- DDY Node
- DDY Coarse Node
- DDY Fine Node
- DDXY Node
- Clamp Node
- Saturate Node
- Power Node
- Ceiling Node
- Floor Node
- Absolute Node
- Sign Node
- Base-E Logarithm Node
- Base-2 Logarithm Node
- Base-10 Logarithm Node
- Base-2 Exponential Node
- Base-E Exponential Node
- Increment Node
- Decrement Node
- Mod Node
- FMod Node
- Divide Node
- Divide Int Node
- Reciprocal Node
- Maximum Node
- Maximum Possible Float Node
- Maximum Possible Half Node
- Maximum Possible Int Node
- Minimum Node
- Minimum Possible Float Node
- Minimum Possible Int Node
- Rerange Node
- Square Root Node
- Reciprocal Square Root Node
- Round Node
- Multiply And Add Node
- ModF Node
- Step Node
- Smooth Step Node
- Length Node
- Length Squared Node
- Normalize Node
- Cross Node
- Dot Product Node
- Lerp Node
- Lerp3 Node
- Lerp Contrast Preserving Node
- Inverse Lerp Node
- Golden Ratio Node
- Pi Node
- Pi2 Node
- Pi05 Node
- Reverse Bits Node
- Is Finite Node
- Is Infinity Node
- Is Nan Node
- All Node
- Any Node
- First Bit High Node
- First Bit Low Node
- Distance Node
- Matrix
- Matrix2 Node
- Compose Matrix2 By Column Node
- Compose Matrix2 By Row Node
- Compose Matrix3 Node
- Compose Matrix3 By Column Node
- Compose Matrix3 By Row Node
- Compose Matrix4 Node
- Compose Matrix4 By Column Node
- Compose Matrix4 By Row Node
- Get Matrix Column Node
- Get Matrix Row Node
- Get Matrix Value Node
- Set Matrix Column Node
- Set Matrix Row Node
- Set Matrix Value Node
- Is Ortho Node
- Basis X Node
- Basis Y Node
- Basis Z Node
- Determinant Node
- Orthonormalize Node
- Scale Node
- Translate Node
- Transpose Node
- Inverse Node
- Inverse Transform Node
- Decompose Euler Node
- Rotate Euler Node
- Rotate Axis Node
- Rotate X Node
- Rotate Y Node
- Rotate Z Node
- Decompose Transform Node
- Compose Transform Node
- Matrix Multiply 3x3 Node
- Matrix Multiply 4x4 Node
- Ortho Node
- Frustum Node
- Perspective Node
- Cube Transform Node
- Matrix Object To Absolute World Node
- Matrix Object To Camera World Node
- Matrix Object To View Node
- Matrix View To Object Node
- Matrix View To Absolute World Node
- Matrix View To Camera World Node
- Matrix Absolute World To View Node
- Matrix Absolute World To Object Node
- Matrix Camera World To View Node
- Matrix Camera World To Object Node
- Trigonometry
- ArcCosine Node
- ArcSine Node
- ArcTangent Node
- 2-Argument ArcTangent Node
- Cosine Node
- Hyperbolic Cosine Node
- Sine Node
- Hyperbolic Sine Node
- Tangent Node
- Hyperbolic Tangent Node
- Degrees To Radians Node
- Radians To Degrees Node
- Textures
- Light Map Texture Node
- Surface Custom Texture Node
- Texture 2D Node
- Texture 2D Array Node
- Texture 2D Int Node
- Texture 3D Node
- Texture Cube Node
- Sample Texture Node
- Texture Resolution Node
- Texture Buffer GBuffer Albedo Node
- Texture Buffer GBuffer Normal Node
- Texture Buffer GBuffer Shading Node
- Texture Buffer GBuffer Velocity Node
- Texture Buffer Curvature Node
- Texture Buffer Auxiliary Node
- Texture Buffer Depth Node
- Texture Buffer Depth Opacity Node
- Texture Buffer Depth Opacity Fast Node
- Texture Buffer Direct Lights Node
- Texture Buffer Indirect Lights Node
- Texture Buffer Indirect Diffuse Final Node
- Texture Buffer Indirect Specular Final Node
- Texture Buffer Screen Color Node
- Texture Buffer Screen Color Old Node
- Texture Buffer Screen Color Old Reprojection Node
- Texture Buffer Screen Color Opacity Node
- Texture Buffer Clouds Screen Node
- Texture Buffer GBuffer Material Mask Node
- Texture Buffer Normal Fast Node
- Texture Buffer Refraction Node
- Texture Buffer Refraction Mask Node
- Texture Buffer SSAO Node
- Texture Buffer SSGI Node
- Texture Buffer SSR Node
- Texture Buffer Transparent Blur Node
- Texture Buffer Auto Exposure Node
- Texture Buffer Auto White Balance Node
- Texture Buffer Bent Normal Node
- Texture Buffer DOF Mask Node
- Texture Ramp R Node
- Texture Ramp RG Node
- Texture Ramp RGB Node
- Texture Ramp RGBA Node
- Procedural
- Bayer Noise Node
- Blue Noise Node
- Blue Noise TAA Node
- Blue Noise 256x256 Static Node
- Blue Noise 256x256 Animated Node
- Blue Noise Temporal Node
- Vogel Disk Node
- Hammersley Node
- Alpha Fade Noise TAA Node
- Checker Noise Node
- Fibonacci Sphere Node
- Fibonacci Hemisphere Node
- Built-in Base Materials
- billboards_base
- billboards_cloud_base
- billboards_impostor_base
- clouds_base
- decal_base
- decal_terrain_hole_base
- grass_base
- grass_impostor_base
- gui_base
- landscape_terrain_base
- landscape_terrain_detail_base
- mesh_base
- Physically Based Materials
- particles_base
- render_composite
- sky_base
- terrain_global_base
- volume_cloud_base
- volume_fog_base
- volume_light_base
- volume_omni_base
- volume_proj_base
- volume_shaft_base
- water_global_base
- water_mesh_base
- Postprocess Materials
- post_sensor
- Debug Materials
- debug_materials
- Custom Materials
- Scriptable Materials
- Art Samples
- Main Samples
- Animated Character
- Billboards
- Camera Effects and Color Correction
- Car Visualization
- Clouds
- Cluster
- Clutter
- Cross Section
- Custom Post Effects
- Decals
- Depth of Field
- Environment
- Impostors
- Interior
- Landscape
- Lens Flares
- LOD System
- Mipmaps
- Occluders
- Particles
- Post Sensors
- Simlights
- SSBevel
- SSDirt
- Vegetation
- Volumetrics
- Water
- Wildfire
- World Spline Graph
- Material Examples
- Clear Coat
- Cloth
- Flowmap
- Hair Shading
- Materials Hierarchy
- Multi-layered Material
- Parallax
- Ramp Texture
- Retroflective Shading
- Subsurface Scattering
- Tessellation
- Transparent Materials
- Triplanar Mapping
- Unlit Materials
- Lighting
- Global Illumination
- Lights
- Reflections
- Tutorials
- Adding Morph Targets
- Vegetation: Authoring Tips
- Creating Weather Effects
- Cloud and Container Deployment
- Docker Container Configuration
- Running UNIGINE-Based Application in Docker Container
- Developing UNIGINE-Project in Docker Container
- IG Template
- IG Configuration
- Environment Settings
- Light Settings
- Entity-Related Properties
- Creating Custom Components
- Processing User-Defined Packets
- Debugging IG Application
- IG Editor Plugin
- IG Host
- VR-Based IG Template
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