This page has been translated automatically.
Видеоуроки
Interface
Essentials
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
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
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
Интерфейс пользователя (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
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Rebuild in Windows via Visual Studio

This article explains how you can rebuild the UNIGINE Engine components (samples, plugins, etc.) by using Visual Studio on the Windows platform.

Rebuilding UNIGINE Engine Components#

Customization Options#

Apart from developing your project with UnigineScript, you can also customize the UNIGINE application C++ code. What exactly is available for customization depends on the version of UNIGINE SDK:

  • With the limited binary/evaluation version you can only modify the following components:
    1. C++ plugins for the engine (in the evaluation version, some plugins cannot be rebuilt).
    2. The source code of UNIGINE-based sample applications.

    You can also modify the source code of high-level scripts: just like all other scripts, they do not require recompilation.

  • If you have the full source version, you can modify the entire UNIGINE codebase:
    1. The C++ source code of the engine itself.
    2. All UNIGINE standalone tools.
    3. C++ plugins for the engine.
    4. The source code of UNIGINE-based sample applications.

After customizing the code, recompilation of UNIGINE application or its libraries is required.

Notice
It is strongly not recommended to modify the engine source code directly, because you will need to merge your modifications each SDK update. Instead, it is better to use C++ API (including C++ plugin system) designed specifically for extending basic UNIGINE functionality.

Rebuild Engine Plugins#

To rebuild engine C++ plugins, perform one of the following: >To rebuild a plugin with Microsoft Visual Studio, do the following:

  • Open the solution of the necessary plugin to rebuild. All plugins are located in <UNIGINE_SDK>\source\plugins\.
  • Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  • Choose Build -> Build Solution in the menu or press F7.

Rebuild Task-Specific Applications#

Some specific functionality is not supported by the main UNIGINE application. For that, you need to recompile separate applications (their binary executables).

Notice
Only one plugin from <UnigineSDK>\source\plugins\App\ can be loaded at the same time. To load another plugin, you should unload the previous one.

To rebuild athe task-specific application with Microsoft Visual Studio, do the following:

  1. Open the solution of the necessary plugin to rebuild. All plugins are located in <UNIGINE_SDK>\source\plugins\.
  2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  3. Choose Build -> Build Solution in the menu or press F7.

Rebuild Sample Applications#

In UNIGINE SDK, there are included sample applications that can be modified and used as templates to create your own applications.

To rebuild UNIGINE samples, you should do the following:

  1. Open the Visual Studio project file of the sample. Samples are located in the<UnigineSDK>\source\samples\ directory.
  2. Specify the solution configuration: Debug, Debug-Double, Release or Release-Double.

  3. Choose Build -> Build Solution in the menu or press F7.

Last update: 14.12.2022
Build: ()