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Found 11 results

  1. Добрый вечер! В документации на WidgetButton устаревшая информация. Вызов привязки обработчика события клика на кнопку теперь выглядит таким образом: Было: m_btn->addCallback(Gui::CLICKED, MakeCallback(onButtonClicked)); Стало: m_btn->getEventClicked().connect(this, &BaseHUD::onButtonClicked);
  2. Было очень сложно разбираться в том, как написать простой шейдер (вершинный + фрагментный) на UUSL, в базовом материале и как туда передавать данные из C++. К примеру я очень долго искал, как передать матрицу в шейдер. Я сначала нашёл про Material::setParameter но там не было матриц. Затем нашёл Shader::setParameter, но в шейдере матрица всё равно не задавалась. Только потом, я каким-то образом (уже не помню каким) узнал, что в шейдере эту самую матрицу нужно указать внутри `CBUFFER(parameters)`. Очень сильно не хватает документации и примеров, соединяющих всё воедино. Потому что пока что ориентиром является только имплементация ImGui, в которой покрываются далеко не все аспекты.
  3. Я начинающий в этом движке и не как ни могу понять как узнать позицию обьекта в пространстве, всю документацию пересмотрел и так и не понял как это сделать. Может я просто не могу найти тот класс который мне нужен? using System; using System.Collections; using System.Collections.Generic; using Unigine; [Component(PropertyGuid = "5ff39bf967441504a8a79c93dfaf78d64f635a3d")] public class Test : Component { private void Update() { Node node = World.GetNodeByName("Cuboid"); float worldPos = (float)node.GetWorldDirection(MathLib.AXIS.X); if (Input.IsKeyUp(Input.KEY.E)) { float TransformX = worldPos + 1.0f; Log.Message("Глобальная позиция:" + worldPos + "\n"); Log.Message("Координаты оси X:" + TransformX +"\n"); node.WorldTranslate(TransformX, 0.0f, 0.0f); } } }
  4. Hello, can you tell me the names of all included engine texture names (i.e. albedo) which are used in Unigine samples and core materials or a link to the documentation, i have not found it? <texture name="albedo">fc35574861c035301365abbb33bab310bc8aed41.dds</texture> Thanks
  5. I try to recreate a shader like the sample on https://learnopengl.com/Advanced-OpenGL/Geometry-Shader on the sample is use a vertex point as geometry in. Using UUSL the GEOM_TYPE_IN. How I can put a POINT or a Vertex?, for now my two valid options are GEOM_TYPE_IN(LINE_IN) or GEOM_TYPE_IN(TRIANGLE_IN) I try parameters like VERTEX_IN, POINT_IN etc but all of then give me "error X3000: unrecognized identifier" VERTEX_IN or POINT_IN In fact if you do a search on all your documentation for GEOM_TYPE_IN shader definition don't appear nothing. The only reference to the LINI_IN or TRIANGLE_IN appear on the https://developer.unigine.com/en/docs/2.9/code/uusl/semantics?rlang=cpp under the "Geometry Shader Semantics#" section. This is the shader sample from the web site, were for each vertex IN emit 5 vertex OUT as triangle strip #version 330 core layout (points) in; layout (triangle_strip, max_vertices = 5) out; void build_house(vec4 position) { gl_Position = position + vec4(-0.2, -0.2, 0.0, 0.0); // 1:bottom-left EmitVertex(); gl_Position = position + vec4( 0.2, -0.2, 0.0, 0.0); // 2:bottom-right EmitVertex(); gl_Position = position + vec4(-0.2, 0.2, 0.0, 0.0); // 3:top-left EmitVertex(); gl_Position = position + vec4( 0.2, 0.2, 0.0, 0.0); // 4:top-right EmitVertex(); gl_Position = position + vec4( 0.0, 0.4, 0.0, 0.0); // 5:top EmitVertex(); EndPrimitive(); } void main() { build_house(gl_in[0].gl_Position); } /roberto
  6. Linux HTC Vive support

    Hello! I'm developing VR(HTC Vive) application on 2.6.1.1 Unigine Linux SDK. But I can not find any documentation on how to integrate HTC Vive in my application.I already installed Steam Vr via Steam. All that I found is how to do it on Windows version of SDK. Should I do it manually via code or can you provide me some information about it please?
  7. Hello everyone and welcome to the Documentation Feedback forum! These threads will be used to allow you to provide us at Unigine with valuable feedback on our documentation. You will see posts that break down our documentation into different sections and topics and within those individual posts we would like users to freely discuss and provide feedback on Unigine SDK documentation. This is a new process that we are trying out, so any feedback on the process itself is appreciated as well. We sincerely appreciate your support and help!
  8. First of all, we would like to thank you for taking the time to help us make our documentation better! We request that issues found within documentation please be submitted within this thread . If you have multiple issues to report, we ask that you use your best judgment and if need be make a separate reply for each. This will make tracking of each issue easier. HOW TO REPORT ISSUES WITHIN THIS THREAD • Please remember to always Search the thread first, to see if your issue has already been reported. • If your issue has not been previously reported, then please proceed to reply to this thread specifying the problem. • Please make a new reply for each separate issue, and use the following format whenever you are able: SDK version: The version number of the Unigine SDK you are currently using. For example: 2.4.1. This is used when you are reporting an issue, that a certain part of documentation is out-of-date, and to indicate the SDK version this was checked against. Detailed description of the issue: Please don’t forget to include all potentially relevant information (the page you were on, the place where the issue is located, with a link to the page itself). Screenshots: We encourage you to include a screenshot(s) whenever they may be helpful in understanding the issue. Additional info that is helpful: Browser used, how you were viewing the documentation (mobile, tablet, second monitor with different resolution). This will be helpful when there appears to be a formatting issue present. Example: I was viewing the documentation on a tablet and the search window is cutoff and unable to use. What kind of issues are we asking about? • Out-of-date information • Spelling or Punctuation errors • Out-of-date image(s) • Link errors (Wrong page, 404, ex...) • Formatting Issues Once again, we would like to thank you very much for your help in improving our documentation!
  9. Missed functions in documentation

    Hi, Some functions can't be found in documentation, here are some of them: is_file is_dir is_hidden absname relname currdir basename (listed in C++ String class but not in UngineScript) dirname (listed in C++ String class but not in UngineScript) pathname (listed in C++ String class but not in UngineScript) ... Some are listed in Unigine 1.0 documentation, but for some reason not in most recent versions. Thanks in advance.
  10. Hi, In the documentation (https://developer.unigine.com/en/docs/1.0/scripting/library/nodes/class.node#getChild_int_Node), we can see : Node getChild (int id) Returns a given child of the node. Arguments int id - ID number of the child. Return value Child node. is the argument a ID number or an Index number ? If it's an index number, could you update the documentation ? Thanks, Philippe
  11. SMESH file format interpretation issues

    Having sucessfully written code to write a mesh file, we now require to also write into smesh format. I am currently having trouble writing a smesh file based on the Mesh File Formats documentation and it feels like trial and error now in getting the resource editor to open my files without crashing. Does this mean for a bind pose I should have zero frames or 1 frame? By "no bone transforms" does it mean omit the data for position and rotation for zero frame or add a position (0,0,01,) and roation (0,0,0,0) for that frame for each bone?
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