This page has been translated automatically.
Программирование
Fundamentals
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
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related 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.

Fields

A field is a cuboid or ellipsoid shaped object that influence only the selected areas of grass and water geometry. It can either specify areas that should not be rendered or animate the selected geometry areas.

Types of Fields

There are three types of fields:

  •   Field Spacer is an object, specifying geometry areas of grass and water that should not be rendered.
  •   Field Animation is an object, specifying geometry areas of grass and vegetation that should be animated.
  •   Field Height is an object, specifying global water areas where height should be changed (for wakefields, water disturbance, etc.).
  •   Field Shoreline is an object, specifying global water areas where shoreline swash zone should be located.
Last update: 03.07.2017
Build: ()