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You can upgrade content of your project to UNIGINE 2.11 in the automatic or manual mode.
Automatic upgrade of the project's content can be performed via UNIGINE SDK Browser.
As a result, the binary executable and configuration files, meshes, terrains, worlds, nodes, splines, materials, properties, tracks, settings files will be upgraded to new formats (if any). The <unigine_project>/migration.log.html log file will be opened in the web browser. However, you can uncheck Migrate Content during automatic upgrading and perform content upgrading manually. In this case, only binary executable files will be upgraded.
This mode should be used to upgrade content stored outside the project's data folder (such as mount points):
To upgrade the project's content in the manual mode, do the following:
- Put the binary executable <UnigineSDK>/bin/usc_x64.exe to the <UnigineSDK>/utils/upgrade folder that contains the upgrade script.
Use usc_x64.exe from the SDK version you are migrating to.
- In the command prompt, run the upgrade.usc with the required options:
If you have unchecked Migrate Content during automatic upgrading, add the path to the project's data folder to the list of arguments passed to the upgrade script. For example:
usc_x64.exe upgrade.usc path/to/additional_content_1 path/to/additional_content_2 ...Here:
usc_x64.exe upgrade.usc <unigine_project>/data path/to/additional_content_1 path/to/additional_content_2 ...
- path/to/additional_content_* - paths to folders with content stored outside the data folder.
As soon as migration is completed, run the Editor to have the project assets "indexed".
Changed Geometry Import Settings#
Default geometry import settings have been changed — now meter is the default unit in UNIGINE. Automatic content migration is provided. According to our internal statistics, 1% of migrated content requires additional scale correction. So, we strongly recommend you to make sure that after migration all your content has a proper scale. If you have a feeling that after migration your model has become bigger or smaller (e.g., you can't see it in the scene), simply adjust the Scale multiplier value in Asset Import parameters.
For .fbx models that contained transformations, the transformations are not scaled automatically, so you can have a misaligned node in the scene. To fix that, you can do either of the following:
- Reimport the model with a proper scaling and replace the misaligned model in scene.
- Use the .node asset inside the .fbx model to place the model in the scene as a Node Reference. In this case, any further changes in the .fbx asset, including transformations, will be automatically applied.
New option was introduced for detecting intersections between physical objects with bodies and collider shapes or ray intersections with collider geometry: Physics Intersection option with its own Physics Intersection Mask. Its settings are copied from the Intersection option and the Intersection Mask of the surface in the Editor. Therefore, if you set Intersection parameters via code, you have to copy them manually.
Common Parameters Changed#
The set of Common Parameters has changed due to optimizations. Now the parameters available in this section are disabled by default. Check and enable manually the ones that you need. If you need the result that previously was achieved by enabling the removed parameters, follow the approach applied now.
Triggers, Clutter, and Grass Interation options from now on shall be disabled by default. So, after migration you'll have to manually enable these options only for the objects that really require them.
- Collider object — now this parameter is enabled automatically for meshes, surfaces that have Collision enabled, and bodies assigned to objects.
- Updated Last — now this parameter is enabled automatically for NodeExtern, ObjectExtern, WorldExtern, and WorldExpression.
- Visibility by Sectors/Portals — sectors and portals are removed.
Sectors and Portals Removed#
Sectors and portals have been removed. If you used sectors and portals in your project, replace them with Occluders. In case you need to create a room with a door and cut out everything beyond its walls, place occluders along the room’s perimeter. Make sure such occluder-walls have zero-width to gain more performance.
Node Pivot Removed#
Node Pivot has been removed as redundant, because transformation of a group of nodes can be controlled by simply building their hierarchy placing dependent ones as children of the one considered the main one. Every Node Pivot found in your scene shall be migrated to a Node Dummy.
World Layer, World Cluster, and World Clutter Deprecated#
World Layer, World Cluster,and World Clutter are deprecated and will be removed in the next release. We recommend to replace World Layers with Node Layers, and World Clusters — with Mesh Clutters and Mesh Clusters.
Particle System Improved#
Particle Systems have significantly been improved. For the translucency effect it is now possible to set translucency radius to imitate different smoke density. Shadows cast by particles are now translucent, so the denser smoke areas will produce darker shadows than the ones having a low density. Normal mapping support providing additional volume and more details was added, as well.
Collisions of spawned particles with physical shapes and bodies or static collider surfaces are now set using Physics Intersections.
The particles_base material is now implemented in ULON-format with a new more convenient UI, some parameters renamed, and default values and textures changed.
Automatic migration covers most of improvements, however, to make your particle systems look true-to-life, check and adjust settings manually, if necessary.