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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Transformation and Common Parameters

Transformation and common parameters are available on the Node tab of the Parameters window. These parameters are common for all types of nodes and always available for editing.

Transformation and Common Parameters

The topmost section of the Parameters windows includes common node description:

  • Enabled flag toggles the node on and off. If unchecked, the node will not be rendered.
  • Name — the name of the node.
  • Type — the type of the node, it defines the set of node-specific parameters.
  • ID — the ID of the node.

Notice
You can also rename and toggle nodes on and off via the WorldHierarchy window.

Transformation Parameters#

Position Specifies the position coordinates for the node.
Rotation Specifies the rotation coordinates for the node.
Scale Specifies the scale factor for X, Y, and Z axes.

The parameters can be set to default values by clicking right next to the fields with values.

You can also copy and paste position, rotation, or scale as well as all transformation parameters together using the following context menu displayed by clicking right next to the fields with values.

Copying, resetting and pasting node transformation parameters
Notice
Math operations are available for spinboxes.

Common Parameters#

Collider Object Defines the node as a collider object, which means it is moved to a separate spatial tree for collision detection, optimising node management. The option should be enabled for all physically simulated objects. If a node doesn't participate in physics interactions, disable the option. The collision option can also be toggled on and off on a per-surface basis. More on enabling/disabling collision detection.
Immovable Defines the node as a clutter object, which means it is moved to a separate spatial tree for immovable (static) objects optimizing node management.
Visibility by Sectors/Portals Indicates if the WorldSector and WorldPortal are used to determine the visibility of the node. If unchecked, the node is always visible. The option should be used for indoor environments.
Culled by Occlusion Query Enables occlusion query for the objects. The objects are tested whether their bounding boxes are seen. It allows reducing the number of rendered triangles, which is beneficial by using heavy shaders. This option provides the substantial performance gain when enabled for water or meshes with reflections.
Notice
Enable this option only for a few nodes that use heavy shaders; otherwise, the performance will decrease instead of increasing.
Culling will be performed if the hardware occlusion query test is enabled for the scene (the Rendering -> Features -> Additional Hardware Occlusion Culling flag is set).
Triggers Interaction Enables interaction of the node with World Triggers.
Grass Interaction Enables interaction of the node (Object or Decal) with Grass. This option enables cutting out Grass in the areas of intersection with an Object or a Decal (e.g., can be used to remove vegetation under houses or from the surface of roads projected using decals).
Notice
It is recommended to disable this option for better performance, when cutting node out of grass is not necessary. Especially when the world contains a significant number of such nodes.
Clutter Interaction Enables interaction of the node (Object or Decal) with World Clutters and Mesh Clutters. This option enables cutting out clutter objects in the areas of intersection with an Object or a Decal (e.g., can be used to remove vegetation under houses or from the surface of roads projected using decals).
Notice
It is recommended to disable this option for better performance, when cutting node out of clutters is not necessary. Especially when the world contains a significant number of such nodes.
Updated last Indicates that the node will be updated last. The option can be used to update some objects after others. For example, you can set the option for PlayerPersecutor attached to a node, to update it after updating the node to avoid camera jittering.
Last update: 2019-12-25
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