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Видеоуроки
Interface
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World Nodes
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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Video Tutorials: Essentials

Notice
Subtitles are available for each tutorial in English, Russian, and Chinese.
Importing 3D Models
Import of supported 3D formats;
static, animated, complex models;
import settings and options
Instancing Nodes
Adding multiple identical nodes
using a node reference;
managing instances
Materials
Overview of the materials
system and parameters; creating
and assigning materials
Lighting
Overview of light types and shadows;
shadow optimization using
cascades and screen space shadows
Tracker Tool
Interface and possibilities overview;
animating nodes and materials,
cameras and post effects
Global Illumination
Use of voxel and environment probes;
baking lighting and node emission
to global illumination
Georeferenced Terrain Generation
Interface and settings overview;
generating terrain, vegetation, roads,
and buildings using geodata
Arbitrary Terrain Generation
Creating terrain using raster images
and landscape generation tools,
adding and optimizing vegetation
Content Optimization
Use of LODs, impostors, clusters,
clutters, occluders, sectors, culling,
bit masks, layers, and switchers
Decals
Overview of decal types; use cases;
intersection with grass and clutters;
replacing decals with meshes
Performance Inspection with
Microprofile

Overview and use for rendering
and logic optimization
Textures
Types of textures and their use;
UV mapping, static and animated mode,
clamping and common settings
Procedural Texturing
Ways of improving the content's look
using the editor's procedural
techniques
Bit Masking
Concept of bit masking, applying
various types of masks, optimization
tips
Audio Sources and Sound Effects
Overview of the audio system,
types of sound sources and effects,
and use casess
Cached Shadows
Optimizing shadow casting by using
the Cached Shadows feature
 
Water
Global Water and Water Mesh
settings and effects overview.
Shoreline creation
Physics
Creating dynamic physical objects
and empowering virtual worlds
with life-like physical effects
C# Component System
Creating a simple application
using C# Component System
with an overview of available features
Landscape Terrain
Creating a landscape terrain
using brushes and textures;
overview of settings and features
Volumetric Clouds
Overview of cloud types,
creation and customization;
settings and features
Node References: Must-Knows
Referencing at runtime,
referencing by external nodes,
unpacking behavior and children

Articles in This Section

Last update: 06.04.2022
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