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  1. assets runtime loading in c++

    Hi,i'm new here. I've dragged a .fbx model into the asset browser of the editor and everything it's ok. But i'd like to load in c++ this asset. Is there a way to do it? I have Community SDK Edition. Thank you!!!
  2. Nodes redistribution

    We are thinking about the way to “redistribute” nodes to our customers. The use case: customer has a binary executable to load several nodes (ship models) at runtime and the list of available nodes must be expandable by providing new models. So the goal is: 1. Create new node (ship model) with materials, textures and so on. 2. Pack this node with required assets somehow. 3. Redistribute this package to customer. 4. Load new node at customer side by using existing binaries. Is there a way to create ung-file from node for future use in other project ?
  3. Hi all, We work using different repositories as submodules in a parent project. These repositories contains assets but also documents and other kind of files that don't need to be added to asset browser (and copied to data folder by extent). My suggestion is to add in Unigine Editor 2 settings menu a place to specify patterns to be ignored in assets folder. In the same way as git gonore does. This seems a good place ;) Regards, Iván.
  4. Hi, I observed strange thing with Unigine scripts in Editor2. You added asset folder (to data folder, existing one). So from this moment we have 2 duplicated Unigine script files which are exactly the same, but works differently: To see changes via hot reload by world_reload command it is necessary to edit script file from data directory. That's fine. The only problem is that when I load or reload world in Editor2 then the script file from data directory is replaced by script file from asset directory. It is error prone and very uncomfortable. By mistake it is really easy to lose all changes in script file. Please FIX it to operate just on one Unigine script file (from asset or data folder).
  5. Hi, In versions previous to Unigine 2.6 we had a repository for each UnigineScript directory inside data/. With the new Unigine Editor 2, we are moving these repositories as submodules to assets/ folder. From your experince with this new version, are you including .asset files in your version control repositories? Or they should be re-generated for each working copy? Thanks, Iván.
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