This page has been translated automatically.
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
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
CIGI Client Plugin
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.

Assets and Runtime Files

Each time an asset is created or imported the UnigineEditor generates corresponding runtime file(s) in the data folder of your project. These files are used by the Engine at runtime.

If you need access to runtime files generated for a particular asset, you can find them in the corresponding subfolder of your project's data folder. E.g. if a texture is located in the assets/My_Folder/device_calculator_alb.tga the location of the corresponding runtime file will be as follows: data/My_Folder/device_calculator_alb.dds

Assets and corresponding runtime files in the data folder

The following table shows the types of runtime files generated for certain types of assets.

File/Asset Type Runtime(s) Produced
*.fbx, *.dae, *.3ds

Node (*.node)

Static Meshes (*.mesh)

Skinned Mesh Animations (*.anim)

Materials (*.mat)

Textures (*.dds)

*.obj + *.mtl

Node (*.node)

Static Meshes (*.mesh)

Materials (*.mat)

Textures (*.dds)

*.png, *.jpg, *.tiff, *.dds, *tgs, *.rgb, *.rgba, *.psd, *.hdr, *.pgm, *.ppm, *.sgi Texture (*.dds)

Last update: 21.12.2017
Build: ()