This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
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.

Creating UnigineScript Application

This article describes how to create an empty project and then add logic to it by using the UnigineScript language. Code written in UnigineScript is the same for all supported platforms: Windows, Linux and OS X.

See Also

Creating Empty UnigineScript Application

After installing the UNIGINE SDK Browser and preparing development environment you can start your own UnigineScript-based project.

To create an empty UnigineScript API project, do the following:

  1. Open the UNIGINE SDK Browser.
  2. Go to the Projects tab and click CREATE NEW.

  3. Specify the following parameters:

    • Project - specify the name of your project.
    • Project Path - specify the path to your project folder.
    • SDK - choose the Unigine SDK.
    • API - choose UnigineScript only to start working with the UnigineScript.
    • Architecture - specify the architecture of your target platform.
    • Precision - specify the precision. In this example we will use double precision.
    Notice
    Read more about these parameters in this article
  4. Click the Create New Project button. The project will appear in the projects list.

You can run your project by clicking the Run button.

Implementing UnigineScript Logic

In this section we will add logic to the empty UnigineScript application project.

The following example shows how to add a primitive box mesh to the world and rotate it.

  1. In the Unigine SDK Browser, choose the created UnigineScript project and click the Edit Content button.

  2. In the Unigine Editor that will be opened, add the primitive box as described in this section. Also name the primitive as in the example.

  3. Save the World, by clicking File -> Save World on the Menu bar or press CTRL + S and close Unigine Editor.
  4. In the Unigine SDK Browser, choose your UnigineScript project and click the Open Folder button.

  5. Open the world script .cpp file located in the <YOUR PROJECT FOLDER>\data\<YOUR PROJECT NAME>\ (in our case, it is script\data\script_project\script_project.cpp file) by using any plain text editor or IDE.
  6. Modify the file by adding the following code:
    Source code(UnigineScript)
    #include <core/unigine.h>
    
    Node box;
    
    int init() {
    
    	PlayerSpectator camera = new PlayerSpectator();
    	camera.setPosition(Vec3(2.0f,0.0f,1.5f));
    	camera.setDirection(Vec3(-1.0f,0.0f,-0.5f));
    	engine.game.setPlayer(camera);
    
    	// search the node by the specified name
    	int index = engine.editor.findNode("box");
    							
    	// get the node by its index
    	if(index != -1) {
    		box = engine.editor.getNode(index);
    	}
    
    	return 1;
    }
    
    int shutdown() {
    	return 1;
    }
    
    int update() {
    	//check whether the node exists
    	if(box != NULL)
    	{
    		// get the frame duration
    		float ifps = engine.game.getIFps();
    												
    		// set the angle of rotation
    		float angle = ifps * 90.0f;
    											
    		// get the current transformation of the node and apply rotation
    		mat4 transform = box.getTransform() * rotateZ(angle);
    												
    		// set new transformation to the node
    		box.setTransform(transform);
    	}
    	return 1;
    }
    Notice
    In the code above we load the cs_project/cs_project.cpp world script file. You should specify the name of your project's world script file.
  7. Save changes in the world script file.
  8. In the Unigine SDK Browser, click Run to launch the project

Last update: 03.07.2017
Build: ()