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Found 8 results

  1. Hi, I observed that Editor2 crashes when I get runtime error e.g. make some operation at not existing object. I know that I should protect it in the code. But it is possible to just display error in console of Editor 2 instead crash entire Editor 2 ? Thank You
  2. Tracker of camera

    hi, I have created a track for position of camera with help of track editor and I have a system script which loads the track file in world and it works fine, But now I want to take any time between min and max time of track file and on button click camera position should change from initial point to selected point (NOTE without motion). any help to achieve this. thanks
  3. Hi all, I'm inheriting a post materials in unigine script using "engine.materials.inheritMaterial", however I can't figure out how to set procedural texture materials in unigine script. In the following example, I can inherit "post_filter_height", "post_filter_gen" and "post_filter_flow" as "post_filter_height_0", "post_filter_gen_0" and "post_filter_flow_0". But after inheriting, how to set "post_filter_gen_0" and "post_filter_flow_0" as the materials for "height" texture in "post_filter_height_0". <material name="post_filter_height"> .... <texture name="color" pass="post" type="procedural" /> <texture name="height" pass="post" type="procedural" materials="post_filter_gen,post_filter_flow"/> .... </material> Thanks
  4. Hi all, I have multiple Players rendering the scene. I need to set a value of a post material parameter depending on the player. I tried callig a user defined function from post material parameter expression and select the correct parameter depending on the engine.game.getPlayer(). Howerver follwing error appears, memory:1: Interpreter::parse_expression(): unknown token "setXXXParameter" in "setXXXParameter()" expression Is it possible to call a user defined function from material parameter expression or is there another way tho achieve this. Thanks
  5. Hi all, In a multiple viewport application I use one player to generate a texture and all other players use that texture in their post material shaders. This works as expected by using "getProceduralTextureImage" and "setProceduralTextureImage". However (as expected) performance is terrible. Is there a faster alternative to this in Unigine? (something like setProceduralTextureHandle) Thanks
  6. Garbage collector functioning

    I would like to know details about how the garbage collector works. I have this function void foo(){ int dummy[]; for(int i=0; i<10000; i++){ dummy.append(new XmlMessage(engine.getDataPath() + XML_FILENAME)); } } According to the definition of the garbage collector, the objects inside dummy should be deleted by the GC, but instead, the program is running bigger and bigger in memory. Is strictly necessary to call delete on those objects in order to get the GC disposing them? What would happen if I create several objects in a thread and that thread dies later on? Is that memory garbage collected? Thanks!
  7. I am hesitant to switch to Unigine from Darkplaces, due to the fact that I am an artist, not a coder. QuakeC is what Darkplaces engine uses. I can pretty much look into the neatly written code and figure out how it's done, what it's doing and why (not even being a coder). There is also a full source code of the QuakeC game logic for Quake. There is nothing better and easier to learn by example. Huge archive of the QuakeC tutorials also helps a lot. I have a license for Unigine I won earlier, but I am having hard time using it because I am no programmer. I have no idea where to start. While I can pretty much make scratch base code using QuakeC (and there are bunch of scratch code available out there from which I can base my game off), I have no idea how to do it with Unigine. Also, from what I heard, Unigine is no UDK, so an artist can't just jump in and make an indie game without sufficient knowledge in programming. That being said, I would like to ask if there is such scratch code base in Unigine Script available? (basically something that I can compile, start the game, have a basic menu of New Game and Quit, start new game and spawn in the box level). Thank you.
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