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Tools Panel

This panel contains miscellaneous settings and helper tools and can be invoked by choosing Window -> Tools on the Menu bar (or by pressing T). The panel has a set of tabs given below.

Tools editor settings

Tools window

Common

The tab provides options that enable/disable display of additional information.

System mouse Show system mouse cursor. If the mouse is processed as GUI element, it will be FPS dependent.
New node reparenting Create a new node as a child of the currently selected node.
Node clone confirmation
  • If checked, the confirmation dialog is hidden when cloning a node.
  • If unchecked, the confirmation dialog is shown.
Node materials
  • If checked, references to material libraries will be saved into a .node files.
  • If unchecked, references to material libraries will be saved directly into a .world file.
Game camera
  • If checked, positions of the camera in the editor mode and in the game are synchronized. This mode allows to conveniently switch between the editor and the in-game mode, because when the editor is unloaded, you will be in the same point.
  • If unchecked, camera in the editor and in the game are independent. This mode is for editing camera positions when creating cutscenes in the Tracker.
Always update Update Unigine application window even when it is not in focus.
New node naming Generate a name for a new node. When the new node is added, automatically assign the file name as the node name (for example, when my_mesh.mesh is added, a node will have a name my_mesh_0). This option is available for meshes, skinned meshes, reference nodes and layer nodes.
Keep backups Save backups when reference nodes are edited. This option allows for safe editing of reference nodes (even if the crash occurs, their data will not be lost).
Selection For most of numerical parameters, automatically select parameter value after it has been entered (instead of selecting it manually in order to change it). This option allows for quick resetting of values until the right one is found.
Rotation order Controls which axis goes first when a node is rotated. The default value is XYZ.
Handle size The size of the object handler.

Flash-light

The tab contains settings for the embedded flash light. Please note, that enabling this option will create an additional light source.

Enabled Enabling the flash-light attached to the camera. It can be used when there is no lighting in the world or it is disabled. The default hotkey is l.
Color The color of the flash-light.
Intensity The intensity of the flash-light.
Attenuation The attenuation factor for flash-light beam.
Radius Radius of the flash-light beam.
Field of view Flash-light field of view.

Grabber

The tab allows grabbing of the rendered image into a 2D texture, cube map, light map or impostor.

Mode
  • 2D
  • Cube
  • Impostor
Field of view Grabber field of view.
Near clipping Distance to near clipping plane for image grabbing.
Far clipping Distance to far clipping plane for image grabbing.
HDR Grab 2D texture or Cube map in HDR.
Mipmaps Create mipmaps for the grabbed image.
Compress Compress the image.
Normals Create normals
Noise Alpha channel noise, which is used for smoother switching between two impostors.
Image size The size of the grabbed image.
Supersampling The grabbed image is rendered in higher resolution (N times bigger) and than down-sampled to the specified size. The higher the value, the more reduced aliasing is, but the longer the grabbing takes.
Extrude The image extrusion factor.
Blur Blur the grabbed image with specified factor. the higher the value, the more blurred the result is.
Phi Horizontal subdivision.
Theta Vertical subdivision.
Grab Grab 2D texture, cube map, light map or impostor.
Aspect Aspect ratio (width/height) of the image.
Border Automatic border adjustment.

LUT

This tab contains the LUT texture configuration tool. See details here.

Show

The tab contains options that enable/disable visualization of different world elements and other helper objects.

Render mipmaps Show calculated mipmap levels for textures. The original texture is rendered in red color; green, blue, yellow etc. are used to render the next following texture mipmap levels. The default hotkey is 3.
Notice
This option shows only the possible mipmap levels calculated by the engine based on assigned texture coordinates and distance to the camera. If a DDS image does not contain mipmaps, they will not be used.
Render triangles Enable rendering triangles.
Render scissors Enable rendering scissoring planes.
Render occluder Enable rendering an occluder buffer onto the screen.
Render lights Enable rendering lights.
Render normals Enable rendering in normal map mode (when enabled, diffuse textures are switched off). The default hotkey is 4.
Render decals Enable rendering decals.
Render textures Enable rendering textures.
Render queries Enable rendering occlusion queries.
Render splits Enable rendering shadow splits for world lights.
Render penumbra Enable rendering penumbra.
Render occlusion Enable rendering occlusion.

Batch

This tab contains options for batch node processing.

Hierarchical Apply to all children.
Light mask A light mask to be applied to the selected object surfaces.
Decal mask A decal mask to be applied to the selected object surfaces.
Viewport mask A viewport mask to be applied to the selected object surfaces.
Intersection mask An intersection mask to be applied to the selected object surfaces.
Collision mask A collision mask to be applied to the selected object surfaces.
Grab LightProb Grab the selected prob lights.
Generate decals Generate the selected decals.
Frames Number of frames.
Run samples Run all scenes from the data/samples directory.
Last update: 03.07.2017
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