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I am newbie. I installed the browser, then copied the demo to the projects, and created a new one. In both cases, a black screen is displayed in the editor viewing area. Poking the mouse at it can see in the side panels that some objects are highlighted, but nothing changes in the viewport. SDK 2.18.1, console without errors. System: Arch Linux, Intel 520 HD, drivers installed.
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Добрый день! Подскажите пожалуйста, как переключить Unigine Editor в полноэкранный режим? В меню нет соответвующего пункта, стандартный хоткей F11 не работает. Использую Unigine Community 2.15.1 на Ubuntu 21.10.
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I am using Unigine 2.15.0.1 I noticed a bug in the display of the frustum in the editor for physically-based camera. Frustum is displayed correctly when using vertical mode (see vertical.png). Screenshots below display the same camera set using both modes. Both modes give the same accurate screenshot using Tools->Video Grabber. In physically-based mode focal length and film gate are set in pixels as unit and not in mm but it shouldn't matter since it's used as a ratio to compute FoV. I am guessing the mistake is an inversion of width and height to display frustum because in physically based mode the FoV is computed horizontally whereas in vertical mode it's.. vertical FoV. When I put 1080 in film gate I get a correct frustum but an incorrect screenshot (see physically_based_vertical_filmgate.png)
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it seems b4 2.15 was released u just had to press the esc key to get out of play mode now it doesnt seem the case....where is the hot key to get out of play mode
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Suggestion for showing selected node info
Amerio.Stephane posted a topic in Feedback for UNIGINE team
Hello, Quite often, I use in the Editor the Helper "Show Selected Node Info", eg. when tuning LOD distances or when evaluating a mesh density. But the text is centered on the bounding box of the object, and can block the view of quite a large part of the object sometimes. As the node info is only visible when only one node is selected, I would suggest you display it instead in the lower left corner, so it will not prevent viewing the mesh (or at least maybe make it an option). Thanks! -
There is example how to create your own Object and add it to world in C++. But is it possible to use custom objects within editor (like in UE4)?
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Всем добрый день! Ищу разработчика C++ 3D на задачу разработки физической модели и редактора 3D для движка Unigine. Длительность проекта - 2,5 месяца с перспективой продолжения сотрудничества. Что делать - ТЗ в аттаче. Уровень финансов - вполне на уровне. Финансы и другие детали обговорим, если с вашей стороны будет интерес к продолжению разговора Если невозможно будет выполнить обе подзадачи (физическая модель и 3D редактор) одним программистом в обозначенные сроки - разделим на двоих программистов ТЗ на воксели.pdf
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The editor would look more easy on the eyes if the title bar and menu bar were one. How hard is this to implement?
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I am having trouble with the fields in my C# component not showing up in the Node Properties section of the Parameters window. I have a PlayerJump component attached to an object of type ObjectMeshStatic with 2 fields which I want to be able to modify in-editor. One of them is a jump key, a key on the keyboard I want to use for jumping, and a jump force. using Unigine; [Component(PropertyGuid = "7f93b2a9029f5bf4d7fdd6c350ef8d4696b903ed")] public class PlayerJump : Component { [Parameter(Title = "Jump Key")] public Input.KEY jumpKey = Input.KEY.SPACE; [Parameter(Title = "Jump Force")] public float jumpForce = 10f; private BodyRigid rigidBody; private void Init() { rigidBody = node.ObjectBodyRigid; } private void Update() { if(Input.IsKeyDown(jumpKey) && rigidBody) { rigidBody.AddForce(vec3.UP * jumpForce); } } } Neither of them show up in the editor (demonstrated in the included GIF), even if I make them public or make them private and add the ShowInEditor attribute. The fields don't show up in my current project, a new clean project or even the C# Third Person Platformer demo. Is there perhaps a tick box I haven't ticked on somewhere or am I declaring the properties wrong or is there something else going on?
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Hello everyone! I am having difficulties regarding exposing things in the editor. When I make a public variable it is supposed to show up in the editor, but it never does. And it doesn't work no matter the type of variable. Here's the code: using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using Unigine; [Component(PropertyGuid = "9d726b584d9b76d7b9aca64ab1aee121ec3c880c")] public class TowerSpawnUI : Component { public Mesh CubeMesh; private void Init() { Gui GUI = Gui.Get(); WidgetButton Btn = new WidgetButton(GUI, "Click Me!"); Btn.AddCallback(Gui.CALLBACK_INDEX.CLICKED, new Widget.Callback0Delegate(BtnClicked)); GUI.AddChild(Btn); } void BtnClicked() { new Mesh(CubeMesh); } } Here's what shows up in the editor:
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Здравствуйте. Я не смог найти в Unigine дерево смешиваний анимаций для персонажей. Смотрел уроки, читал документацию, нигде об этом не написано. Меня интересует персонажная анимация. Подскажите, есть ли данная функция в Unigine editor ?
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I want to change the world background color to full white in the editor. How should I set it ???
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Comparing Unigine Editor 2.8 performance with Unity and Unreal
morbid posted a topic in General Discussions
Why benchmarking Editor The less time you’re spending looking at progress bars the better experience you have, the faster you’ll move on with your tasks. Thanks to our customers we have collected a number of high load usage scenarios that helped us to improve overall performance of import, assets, and scene management subsystems. To understand how current Unigine Editor version performs we ran a number of tests inspired by real cases and compared results with some popular game engines. Test cases and methods We tested assets import, bulk nodes operations and asset systems. Detailed description of how the tests were run is provided in the corresponding parts of this article. Here will be described general principles we’d followed during the research: Every test was performed in the default Editors environment, no plugins attached, no settings changed. General criteria of a test completion is the equal result. For instance, some editors compress 8k textures to 2k by default, so we had to manually reconfigure import settings to get the identical 8k texture in every tested editor. If the test ended with an application crash or hang we nullified the result. All measurements were done multiple times to verify values. In order to make the tests closer to the real life, we used parts of the real projects from our customers and some complex enough test assets from open sources. All measures were done in seconds, then converted to the number iterations per hour. All graphs are built with iteration/hour value. Test rig We decided to use a somewhat typical development hardware: CPU: Core i5-9600K @ 3,7 GHz GPU: GTX 1080 - 430.64 RAM: 32 GB (4x8 GB Corsair Vengeance LPX @ 2133 MHz) MB: Gigabyte GA-B360M-DS3H Storage: Samsung 960 EVO SSD Software: All tests were run on Windows 10 Professional (build 17763.503). We used the following versions of the engines: UNIGINE Engine 2.8.0.1 Unity Engine 2019.1.2f1 Unreal Engine 4.22.1 Test 1. Geometry only import The first test files (FBX and OBJ) with polygon count varied from 1 to 13 millions, and number of meshes varied from 1 to 46 000+. It was hard to distinguish a straightforward conclusion due to a different editors behaviour in the performed tests. However, there are some things that can be stated: Unigine Editor loses performance with simple models with low number of stored objects (from 1 to a couple of dozen). We regain speed in extreme loads with thousands of objects in a single model. The more meshes are imported the higher delta of time spent on the process. You may notice that Unreal Editor’s results aren’t represented in all charts. This is happened due to a crash or insufficient RAM volume. The major inference here is that we have to reevaluate our approach to static geometry import, because that’s where the speed was bottlenecked. Iterations per hour and polygon count Test 2. Importing materials Here we checked how fast Unigine Editor handles import of thousands of materials. At first, we verified that the number of objects does not interfere with material import speed: fbx files with 5000 materials and different number of meshes were imported at the same speed in every tested application. The test files can be found here: Here we did our best: in every case Unigine Editor imports thousands of materials much faster than the other contestants. Iterations per hour and number of materials Test 3. Geometry and textures From synthetic test we moved to the more realistic use cases. FBX and OBJ files were divided into two groups: one with embedded textures and another with external textures. Polygon count varied from 100 000 to 10 M, textures number from 5 to 1 199. Most of the models were kindly provided by our customers, so they are representative for real projects, but we can't share them. However, there’s the Amazon Lumberyard Bistro (two OBJ files with external textures) which is Creative Commons (CC BY 4.0) licensed. Importing external textures made it difficult for Unity Editor. All tests were considered to be failed because only geometry with materials but not a single texture were imported. Iterations per hour and number of external textures Embedded textures were handled successfully by all of three tested editors. Unigine prevailed in 3 of the 5 cases, however, increasing the number of textures up to 1000 slowed import down. Iterations per hour and number of embedded textures Test 4. Importing cubemap textures This test was mostly focused on 16k Cubemap textures, but as exclusion we used one 15k texture. All textures were obtained from https://hdrihaven.com. Getting a usable 16k cubemap texture in Unigine Editor is almost 4 times faster than in Unity. Unreal dealt with 15k texture only, bigger resolution caused crashes. However, Unigine experienced issues with RGBA32F EXR and 17k RGB32F HDR textures. We’ll figure out why these files wasn’t processed. Iterations per hour and image megapixels Test 5. Importing 2D textures We used the range of textures from 32x32px to 16k. One test included 400 textures of different size and file format. All files were compressed from PNG, TGA, JPG to the runtime-ready format (DDS). The most noticeable breakaway seen with 4k textures: Unigine workflow brings up to 11 times faster asset processing. Iterations per hour and texture resolution Test 6. Nodes manipulation in Editor By nodes manipulation we mean a number of general tasks every user does in the scene editor: creating instances, cloning, transforming and undoing changes. We used two sets of nodes: 5k and 15k nodes in the scene. Every contestant editor managed with 5 000 of nodes in the scene. Unigine performed much better in the number of undo cases and node transformations. Iterations per hour and test cases Situation drastically changes with 15 000 of nodes. Unreal was dropped out because all cases resulted in hang or crash. We significantly lost in nodes selection, but still prevail in undo. Transform and creating duplicates. Iterations per hour and test cases Test 7. Assets manipulation in Editor Ideologically similar test was performed for the asset system. For the 5 000 assets minor Unigine’s drawback is selection time, while other operations are completed quite fast. Iterations per hour and test cases Increasing assets number respectively scales the required time for operation completion. Iterations per hour and test cases Final thoughts The work we’d done to the moment made Unigine Editor fast and reliable tool for 3D scene building. Of course, the tests showed us further optimization opportunities: massive selection, small meshes import and cubemap formats widening. The major spotlights of Unigine Editor are: Competitive content import system, fastest in a number of use cases Stable scene management under extreme load Effective and reliable workflow with big projects Please share your thoughts on UnigineEditor performance! -
Handing input controls while Editor running application logic
andrew.douglas posted a topic in Editor
Hi, While Editor is running and application logic is on, I would like to handle input from keyboard. Currently I am using a "Usage Example\Basic Object Movements" example from documentation int init() { engine.visualizer.setEnabled(1); Player player = new PlayerSpectator(); player.setPosition(Vec3(0.0f,-3.401f,1.5f)); player.setDirection(Vec3(0.0f,1.0f,-0.4f)); engine.game.setPlayer(player); int index = engine.editor.findNode("Player"); if (index != -1) { sphere = engine.editor.getNode(index); } engine.controls.setStateKey(CONTROLS_STATE_AUX_0, 'p'); return 1; } // start of the main loop int update() { if (sphere != NULL) { float ifps = engine.game.getIFps(); float angle = ifps * 90.0f; // get the current world transform matrix of the mesh Mat4 worldTransform = sphere.getWorldTransform(); // get the direction vector Vec3 direction = Vec3(worldTransform.col1); engine.visualizer.renderDirection(sphere.getWorldPosition(), vec3(direction), vec4(1.0f, 0.0f, 0.0f, 1.0f), 0.1f, 0); if (engine.controls.getState(CONTROLS_STATE_AUX_0)) { Vec3 delta_movement = direction * movement_speed * ifps; sphere.setWorldPosition(sphere.getWorldPosition() + delta_movement); } mat4 transform = sphere.getTransform() * rotateZ(angle); sphere.setTransform(transform); } return 1; } but input is ignored when I am running a project in Editor. If I run the project from the DSK browser it works as expected. How can I handle the same input while the editor is executing application logic. Otherwise I have to keep running the project which is not the best experience while developing? Thanks, Andrew -
The Manipulator often doesnt show up, when switching between move, scale, rotate. I cant say when exactly, but they often do not show up, which is really annoying. Clicking on random nodes in the world panel helps sometimes.
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Hi! I've used Video grabber (Editor2 2.6.1.1) to take a single shot (with and without Anti-aliasing). When I compare the resulting image with the editor viewport I realize there are differences: Ambient oclussion settings Shadow color/quality. Here are an example with ambient occlusion settings intencionally exagerated. I just wanted to know how could I set the same rendering settings to obtain the same results as editor viewport. Thanks.
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hey,i have a idea,i hope you add a functional,it similar to Cryengine V Terrain Editor and Vegetation Editor,because Unigine objectterrain editor and mesh cluster,mesh clutter hard to use,it's very slow slow!Please you try to use Cryengine V Terrain Editor and Vegetation Editor,it's very easy to use!I like Unigine,Unigine 3d rendering > all engine.
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Hi! Unigine editor crash when loading the world. The message is shown below. Assertion failed: num >= 0 && num < states.size() && "Material::check_state_conditions(): bad state number", file engine\render\Material.cpp, line 3223 Thanks!
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Hi, We are migrating our application from Unigine 1 to 2.3.1, The first roadblock is Unigine Editor. Till Unigine 1, Editor was integrated to unigine libs and using editor in our world was easier. But now Editor is a separate entity. Our application depends on many other static libs,dlls without which our world and plugins wont be loaded correctly. Most of those libs either has business logic written in c++ Or are using Unigine's C++ API's Please suggest a workaround by which we dont have to depend on external Editor.
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Cannot start a project via SDK browser and Game Framework acting up
cody.petitjean posted a topic in General
Hello, I am currently in charge of a team evaluating Unigine 2.2.1-2 SIM. I am having issues with starting up projects inside of the SDK browser. I can however go to the project folder and start it via the batch file provided (as long as the SDK browser is open for licensing verification). Any clue why this might be happening? I am also having an issue where the Editor Game Framework is not acting correctly. I create a game, save. I then create a level, and save. I then create an entity and save. Everything seems to be acting correctly then out of the blue I will start up Unigine and when I try to open the game file, the Game Framework window is empty. I can still go and check the %name.game file and see all of the files tied to it.. I have tried re-installing the SDK browser, and can confirm this is happening on multiple projects. I am unsure however if this might be due to the previously mentioned issue. I must be missing something. Thank you for your help. OS just incase insider builds don't work correctly with the browser. Windows 10 Pro Insider Preview build 14366.rs1_release.160610-1700- 6 replies
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Hi there we observe some strange behavior while working in the editor. From time to time the performance profiler shows a lot of repetitive peaks as long as the node GUI is open. As soon as we close the GUI the peaks disappear until we reopen a GUI. Please see the attached pictures. Kind regards, Renato
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I encountered a strange problem that I started the Csharp app demo in sdks\sim_eval_win_2.0-RC2\source\csharp\samples\App\D3D11SharpAppForm and ran a sample, When I called the console and inputed editor_load, the app was crashed in x64 platform and also had something wrong in x86 like the following screenshort figure in attach files. I do not know how to solve this problem. log.html
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Editor will not allow to add animation file :( So its not playing :( Why is this happening! Thanks Paul The other image says can't find bones in animation but it work fine in Mesh Viewer - what is going wrong! Animation file attached : https://www.dropbox.com/s/hdyyq4p2ou8psby/anim.zip It works in Mesh Viewer:
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I'm performing a simple mouse intersection test to create a new dummy node and whenever I do, my editor cam is reset somewhere back to 0,0,0. Any idea why this is? int ret[1]; vec3 p0, p1; Unigine::getPlayerMouseDirection(p0,p1); Object obj = engine.world.getIntersection(p0, p1, ~0, ret); NodeDummy pt = new NodeDummy(); pt.setName("TESTNODE"); pt.setWorldPosition(ret[0]); engine.editor.addNode(pt); Philip
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[SOLVED] Tracker not clean switching ObjectParticles
pascal.winistoerfer posted a topic in Bug Reports
Tracker enable/disable function doesn't cleanly enable or disable ObjectParticles with Periods/Durations I even tried with putting my ObjectParticles in a DummyNode and enable that -> same result Rebuild scenario: - Take SFX Explosion (one of them) from the library - Add them disabled to the tracker and enable them somewhere in the tracker Explosion will reset every tracker frame where it should be "enabled" Cheers- 2 replies
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