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Import upackage file with C++ API


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Posted (edited)

Hello everyone,

is it possible with the current Unigine API to import a .upackage file with C++ code ? I didn't find anything related to that in the documentation.

If it isn't possible, using the C++ API, what would be the best way to import a small scene (a few vegetation and houses nodes, with meshes and materials) that has been exported from another world on another computer.

Thank you !

Edited by Coppel.Damien
  • Coppel.Damien changed the title to Import upackage file with C++ API
Posted

Hi Damien,

The .upackage format is purely an Editor abstraction; the Engine is not aware of this format or how to work with it. This format is not intended for runtime use and requires preprocessing and postprocessing by the Editor's asset system.

The quickest solution would be to open the Editor, import the .upackage file manually, and then commit the resulting changes to the repository.

Thanks!

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Posted

Hi,

For this kind of purpose, we usually use mount points. You can pack its content in a single file, if that is your requirement.

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  • 2 months later...
Posted

I would like to up this post, because I had the same idea as Damien.

I have a runtime Unigine-based application that acts as a simplified editor, meant to view or edit certain aspects of a given world. We explore how we could "import" an external world (with potential thousands of dependencies). I realized upackages could act as Unity's asset bundles, but from what you said silent, it's not possible.

What would be the best course of action in this case ? The alternative would be to copy the content of the world to be imported (no mount points, we don't want to modify or act upon the folder where it resides) but I wonder if there is any way to inquire about a world's dependencies during runtime ? (because the target world's folder does contain lot more than what is needed, including multiple other worlds)

At some point I thought about FBX export/improt, but we would lose so much information (clusters, clutters, node references...). And it's a little silly to use non-Unigine format when communicating between Unigine applications.

Any idea ?

Posted

There is quite similar topic regarding exporting content, maybe it will be useful in your case (if you don't want to use mounts): 

Basically, you would need to write your own dependency walker and export all the meshes, nodes, materials, textures from your world.

Thanks!

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How to submit a good bug report
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FTP server for test scenes and user uploads:

Posted
53 minutes ago, silent said:

There is quite similar topic regarding exporting content, maybe it will be useful in your case (if you don't want to use mounts): 

Basically, you would need to write your own dependency walker and export all the meshes, nodes, materials, textures from your world.

Thanks!

Okay, I supposed this to be the only solution available to me, but I wanted to be sure :)

Thank you for your answer !

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