Table of contents
Filter by tags:
- Getting Started
- What's Inside?
- Downloading and Installing UNIGINE SDK
- Project Workflow
- Programming Quick Start
- 1. Basic Concepts
- 2. Creating and Deleting Nodes at Runtime
- 3. Creating and Setting Up a Camera
- 4. Creating and Setting up Light Sources
- 5. Creating, Applying and Deleting Materials at Runtime
- 6. Managing Existing Scene Objects
- 7. Performing Basic Transformations (Move, Rotate, Scale)
- 8. Making It in Time
- 9. Managing Intersections
- 10. Getting and Managing User Inputs
- 11. Implementing Game Logic and Using Properties
- 12. Creating User Interface
- Getting Started with VR
- Classes and Components Overview
- System Requirements
- Migrating to UNIGINE
- Migrating to UNIGINE From Unreal Engine
- Content Creation
- Programming
- Physics
- Migrating to UNIGINE From Unity
- Content Creation
- Programming
- Physics
- Video Tutorials
- Interface
- SDK Browser Interface
- Editor Interface
- Scene Viewport
- Essentials
- Importing 3D Models
- Instancing Nodes
- Materials
- Lighting
- Tracker Tool
- Global Illumination
- Georeferenced Terrain Generation
- Arbitrary Terrain Generation
- Content Optimization
- Decals
- Performance Inspection with Microprofile
- Textures
- Procedural Texturing
- Bit Masking
- Audio Sources and Sound Effects
- Cached Shadows
- Water
- Physics
- C# Component System
- Landscape Terrain
- Advanced
- Microprofile for Artists
- How To
- Basics
- Export 3D Models from Autodesk Maya
- Export 3D Models from Blender
- Export 3D Models from Cinema 4D
- Export 3D Models from Autodesk 3ds Max
- Edit Source Code with a Custom IDE
- Change the Default World On Startup
- Customize Boot Screen
- Disable Splash Screen
- Use Texture Profiler to Optimize Performance
- Use Physical Water To Make Objects Float and Imitate Streams
- Create a Final Build for a C# Project
- C# Programming
- Print User Messages to Console with C#
- Access Assets from C# Components
- Access Nodes from C# Components
- Create C# (.NET Core) Project
- Debug C# Project in Visual Studio Code
- Debug C# Project in Visual Studio
- Customize Loading Screens
- Use World Triggers to Detect Nodes by Their Bounds
- Use Physical Triggers to Catch Physical Objects
- Use Node Triggers to Detect Changes in Node States
- Use Intersections to Select Objects with the Mouse
- C++ Programming
- Create a C++ Project
- Create a C++ Project (CMake)
- Create a Final Build for a C++ Project
- Rendering
- Enable Planar Reflections
- Bake Global Illumination to Voxel Probes
- Bake Reflections to Environment Probes
- Using Cached Shadows
- Creating Scriptable Materials
- Bake Global Illumination to Lightmaps
- Reuse Lightmaps for Levels of Detail
- Use Particle Systems to Create Fountain with Sparks
- Tweak Baked Lighting Dynamically via the Lightmap Color
- Principles of Operation
- Virtual World Structure
- World Management
- Properties
- Hierarchy and Inheritance
- Component System
- C++ Component System
- C# Component System
- Rendering
- Rendering Sequence
- Parallel-Split Shadow Mapping
- Anti-Aliasing
- Fast approXimate Anti-Aliasing (FXAA)
- Temporal Anti-Aliasing (TAA)
- Subpixel Reconstruction Anti-Aliasing (SRAA)
- Supersampling
- Interleaved Lights Rendering
- Alpha Blending
- Output Modes
- Stereo Rendering
- Separate Images Output with AppSeparate Plugin
- Quad Buffered Stereo Support
- Oculus Rift Output with AppOculus Plugin
- HTC Vive Output with AppVive Plugin
- Varjo Output with AppVarjo Plugin
- Multi-Monitor Rendering
- Video Wall Output with AppWall Plugin
- 3 Monitor Output with AppSurround Plugin
- Panoramic Rendering
- Projections with AppProjection Plugin
- Physics
- Physical Bodies
- Cloth Body
- Dummy Body
- Fracture Body
- Path Body
- Ragdoll Body
- Rigid Body
- Rope Body
- Water Body
- Shapes
- Collision Detection
- Joints
- Simulation of Physics
- Bit Masking
- Import System
- File System
- Asynchronous Data Streaming
- SDK Browser
- Projects
- Licenses
- Managing Company Accounts and Licenses
- Add-Ons
- Airport Assets
- Eastern European Countryside
- Industrial Assets
- Road Tool Constructor
- Vegetation
- VFX
- Weather
- Arbitrary Terrain Generation
- Georeferenced Terrain Generation
- Demos
- CIGI
- C# Component Samples
- Animation
- Arcade Sample
- Cameras
- CharacterController
- Components
- Create Nodes
- Input
- Materials
- Navigation
- Sounds
- Transformation
- Widgets
- World Intersection
- C# Third Person Platformer
- Earthworks
- Fox Hole
- LiDAR
- Oil Platform
- Oil Refinery
- Orbits
- Procedural City Generation
- Soldier
- Superposition
- Syncker
- Viewer
- VR Sample
- Winch
- UnigineEditor
- Interface Overview
- Layout Customization
- Context Menus
- Assets Workflow
- Asset Types
- Assets and Runtime Files
- Creating and Importing Assets
- FBX Import Guide
- CAD Import Guide
- Texture Import Guide
- Exporting 3D Models From Blender
- Exporting 3D Models From Autodesk Maya
- Exporting 3D Models From Autodesk 3ds Max
- Exporting 3D Models From Maxon Cinema 4D
- Organizing Assets
- Copying Assets From Other Projects
- Optimizing Assets
- Texture Profiler
- Cleaner
- Connections Between Assets
- Project Files
- Version Control
- Settings and Preferences
- Editor Settings and Hotkeys
- World Settings
- Render Settings
- Screen
- Visibility Distances
- Textures
- Lights
- Transparent
- Shadows
- Tessellation
- Global Illumination
- SSAO
- SSGI
- Bent Normal
- Subsurface Scattering
- SSR
- Decals
- SSBevel
- SSDirt
- Landscape
- Terrain
- Water
- Clouds
- Vegetation
- Environment
- Occlusion Culling
- Postprocess
- Motion Blur
- DOF
- Camera Effects
- Color Correction
- Buffers
- Streaming
- Screen-Space Materials
- Global Physics Settings
- Global Sound Settings
- Controls Settings
- Working With Projects
- Building a Project
- Managing Worlds
- Scene Navigation
- Creating Nodes
- Selecting and Positioning Nodes
- Organizing Nodes
- Exporting Nodes
- Instancing Nodes
- Adjusting Node Parameters
- Transformation and Common Parameters
- Visual Representation
- Properties
- Physics and Sound
- Setting Up Materials
- Organizing Materials
- Forced Shader Compilation
- Setting Up Properties
- Organizing Properties
- Lighting
- Environment
- Light Sources
- Shadows
- Global Illumination
- Bake Lighting Window
- Lightmapping
- Voxel-Based GI
- Environment Probes
- Reflections
- Setting Up Cameras
- Using Visual Helpers
- System Menu
- Landscape Tool
- Creating a Terrain
- Creating a Geo-Referenced Terrain
- Generating Detail Masks
- Generating Vegetation
- Generating Spline Objects
- Generating Vector Objects
- Generating Point Objects
- Generating Buildings
- Procedural Refinement
- Distributed Computing
- Sandworm (Experimental)
- Starting with Sandworm
- Creating a Landscape
- Generating Vegetation
- Generating Point Objects
- Generating Buildings
- Using Editor Tools for Specific Tasks
- Making Cutscenes: Animations & Camera Control
- Basic Operations in Tracker
- Creating Type-Specific Tracks
- Usage Example
- Running Tracks in Application
- Capturing Screenshots and Frame Sequences
- Adding Variations for a More Realistic Environment
- Generating Impostors with Impostors Creator
- Editing Global Terrain
- Editing Landscape Terrain
- Mask Editor for Grass and Clutters
- Extending Editor Functionality
- Creating Your First Editor Plugin
- Editing Curves
- Tools
- Plugins for 3D Editors
- Plugins for 3ds Max
- Plugins for Maya
- Performance Profiling Tools
- Performance Profiler
- Microprofile
- USC Interpreter
- Archiver
- Resource
- Upgrade Script
- Runtimes Generator
- Built-in Node Types
- Nodes
- Node
- Node Reference
- Dummy Node
- Layer
- Trigger
- Objects
- Dummy Object
- Static Mesh
- Skinned Mesh
- Dynamic Mesh
- Mesh Cluster
- Mesh Clutter
- Terrain
- Landscape Terrain
- Landscape Layer Map
- Configuring Details
- Configuring Visualization and Performance
- Importing Heightmaps
- Import from World Creator 2
- Import from Quadspinner GAEA
- Import from World Machine
- Import from Houdini
- Import from Instant Terra
- Global Terrain
- Global Terrain Details
- Terrain for a FlightSim: Best Practices
- Text Object
- Water
- Global Water
- Water Mesh
- Sky
- Cloud Layer
- Grass
- Grass Settings
- Tutorial: Adding Grass
- Billboards
- Stars Generator for Billboards
- GUI Objects
- GUI
- GUI Mesh
- Effects
- Particle System
- Volumetric Objects
- Volume Box
- Volume Sphere
- Volume Omni
- Volume Projected
- Fields
- Field Spacer
- Field Animation
- Field Height
- Field Shoreline
- Field Weather
- Physicals
- Physical Wind
- Physical Force
- Physical Noise
- Physical Water
- Physical Trigger
- Decals
- Projected Decal
- Orthographic Decal
- Mesh Decal
- Light Sources
- Light Sources Parameters
- Omni Light
- Projected Light
- World Light
- Environment Probe
- Voxel Probe
- Geodetics
- Geodetic Pivot
- World Objects
- World Trigger
- World Clutter
- Switcher
- Occluders
- Occluder
- Occluder Mesh
- Transforms
- Transform Path
- Transform Bone
- World Expression
- World Spline Graph
- Sound Objects
- Sound Source
- Sound Reverb
- Pathfinding Objects
- Navigation Areas
- Navigation Sector
- Navigation Mesh
- Obstacles
- Obstacle Box
- Obstacle Sphere
- Obstacle Capsule
- Players
- Player Actor
- Player Dummy
- Player Persecutor
- Player Spectator
- Programming
- Fundamentals
- Programming Overview
- Engine Architecture
- Execution Sequence
- Application Logic System
- Engine Initialization
- Engine Main Loop
- Engine Shutdown
- Where to Put Your Code
- Working with Smart Pointers
- Accessing Nodes and Files via Properties
- Thread Safety
- Matrix Transformations
- Camera Matrices
- Event Handling Callbacks
- Setting Up Development Environment
- Windows Development Environment
- Linux Development Environment
- Usage Examples
- Working with Landscape Terrain via Code
- High-Level Car Physics System (C++)
- Custom Import Plugin
- Importing Models Directly to Memory
- C++ Component System
- Customizing Mouse Cursor and Behavior
- Basic Object Movements
- Creating and Attaching a Cloth
- Creating a Car with Wheel Joints
- A Simple Mechanism Using Joints
- Creating Routes
- Creating Pylons and Wires Using Ropes
- Dynamic Meshes
- Enabling Selective Surface-Based Collision
- Playing Sounds on Collisions
- Intersections
- Mesh Class
- Working with Console
- Sharing Data
- Splitting Logic Between Several WorldLogic Classes
- UnigineScript
- Creating UnigineScript Application
- Adding Scripts to the Project
- The Language
- Structure of a Program
- Data Types
- Operators
- Control Statements
- Selection Statements
- if-else
- switch-case
- Iteration Statements
- for
- while
- do-while
- forloop
- foreach
- foreachkey
- Jump Statements
- return
- goto
- break
- continue
- Other Statements
- yield
- wait
- call()
- thread()
- Containers
- Functions
- Scope. Namespaces
- Object Oriented Programming
- Interface Class
- Preprocessor Directives
- Templates
- Language Features
- System Functions
- String Global Functions
- Script Debugging
- Handling Ownership When Using Scripts
- High-Level Systems
- UnigineScript Basic Utilities
- Unigine::Widgets
- User Interfaces for Unigine::Widgets
- Input System
- Dialogs Script
- Samples
- Objects
- cluster_00
- cluster_01
- dynamic_00
- dynamic_01
- dynamic_02
- dynamic_03
- dynamic_04
- dynamic_05
- gui_00
- gui_01
- gui_02
- gui_05
- gui_06
- gui_07
- mesh_01
- mesh_02
- Plugins
- app_oculus_00
- app_surround_00
- app_surround_01
- app_wall_00
- gpu_monitor_00
- ssl_socket_00
- ssl_socket_01
- Shaders
- scriptable_00
- Cache Files
- C++
- Creating C++ Application
- Creating C++ Plugin
- Integration Samples
- Unigine Integration into Qt Application
- C++ Usage Examples
- CustomApp Class
- Extending UnigineScript
- Library's Namespace
- Variable Export
- Constant Export
- Function Export
- Class Export
- Data Structure Export
- Callbacks
- Serialization
- UnigineScript Containers
- C++ Plugins
- ARTTRACK Plugin
- FbxImporter Plugin
- CadImporter Plugin
- Setting Up Projections with AppEasyBlend Plugin
- GeodeticsPlugin
- GPU Monitoring with GPUMonitor Plugin
- Kinect2 Plugin
- LeapMotion Plugin
- Secure SSL Connection via SSLSocket Plugin
- Syncker Plugin
- Syncker-Specific Options
- Configuring Screens and Projections
- Implementing Syncker Logic for a Custom Project
- Teslasuit Plugin
- VRPN Plugin
- C#
- Creating C# Application
- Debugging C# Components
- Garbage Collector
- C# API Reference
- C# Integration Samples
- Application with Direct3D11 via SharpDX Library
- Application with OpenGL via OpenTK Library
- C# Usage Examples
- C# Component System
- Plugin Class
- Package Class
- Widget Dialog
- Extending UnigineScript
- Callbacks
- UnigineScript Containers
- Variable Export
- UUSL (Unified UNIGINE Shader Language)
- UUSL Keywords
- UUSL Common Intrinsic Functions
- UUSL GBuffer Structure
- UUSL Data Structure
- UUSL Parameters
- UUSL Textures
- UUSL Semantics
- UUSL Tessellation
- UUSL Compute Shaders
- Creating a Custom Shader for Deferred Rendering Pass
- Creating a Custom Shader for Forward Rendering Pass
- Creating a Custom Shader for Post-Processing
- File Formats
- Unigine Language Object Notation
- Mesh File Formats
- Materials Files
- Base Material File Format
- User Material File Format
- Property File Format
- Spline File Format
- Startup Command-Line Options
- Console
- Configuration Files
- Rebuilding the Engine Tools
- Rebuild in Windows via Visual Studio
- Semi-automatic Compilation with Build Script
- Protecting Your Data with a Password
- GUI
- Loading and Splash Screens
- UI Files
- Containers
- Widgets
- Localization
- RC Files
- Skin Layout
- Usage Example
- Double Precision Coordinates
- Usage
- Performance Analyzer
- API
- Containers
- Container Functions
- ArrayMap Classes
- ArrayMap Class
- ArrayMap::Iterator Class
- ArrayVector Class
- Map Class
- Set Class
- Tree Classes
- Tree Class
- Tree::ConstIterator Class
- Tree::Iterator Class
- Vector Classes
- Vector Class
- Vector::ConstIterator Class
- Vector::Iterator Class
- Common Functionality
- Async Class
- ScopedLock Class
- ScopedReaderLock Class
- ScopedReentrantLock Class
- ScopedWriterLock Class
- Atomic Class
- BackoffSpinner Class
- Mutex Class
- ReentrantMutex Class
- RWMutex Class
- Blob Class
- Callback-Related Classes
- CallbackBase Class
- CallbackBase1 Class
- CallbackBase2 Class
- CallbackBase3 Class
- CallbackBase4 Class
- CallbackBase5 Class
- Checksum Class
- Compress Class
- ConsoleVariableFloat Class
- ConsoleVariableInt Class
- ConsoleVariableString Class
- Curve2d Class
- Expression Class
- ExternClass Class
- FunctionBase Class
- Hash Class
- Hasher Class
- File Import Classes
- Data Structures
- Import Class
- Importer Class
- ImportProcessor Class
- ImportScene Class
- FBX Export Classes
- Export Class
- Exporter Class
- Image Class
- ImageConverter Class
- Interpreter Class
- Json Class
- Log Class
- Logic Classes
- EditorLogic Class
- SystemLogic Class
- WorldLogic Class
- Component System Classes
- C++
- ComponentBase Class
- ComponentSystem Class
- C#
- Component Class
- ComponentSystem Class
- AssetLink Class
- AssetLinkNode Class
- OS Functions
- Palette Class
- Path Class
- Plugin Class
- Property Class
- PropertyParameter Class
- Ptr Class
- Reflection Class
- RegExp Class
- Resource Class
- Stream Class
- String Class
- StringArray Class
- StringPtr Class
- StringStack Class
- Thread Class
- Timer Class
- TypeInfo Class
- UlonArg Class
- UlonValue Class
- UlonNode Class
- Unigine Namespace Items
- Utils Class
- Xml Class
- Variable Class
- Controls-Related Classes
- Controls Class
- ControlsApp Class
- ControlsDummy Class
- ControlsJoystick Class
- ControlsSixAxis
- ControlsXPad360 Class
- Input Class
- InputGamePad Class
- Engine-Related Classes
- App Class
- BootConfig Class
- CustomApp Class
- Config Class
- Console Class
- Editor Class
- Engine Class
- EnginePtr Class
- engine.system Functions
- EnginePlugins Class
- Game Class
- GameIntersection Class
- LoadingScreen Class
- Memory Class
- Profiler Class
- Properties Class
- Sound Class
- Sounds Class
- SystemDialog Class
- SystemInfo Class
- UserConfig Class
- Visualizer Class
- World Class
- Filesystem Functionality
- Dir Class
- File Class
- FileSystem Class
- FileSystemAssets Class
- FileSystemMount Class
- AsyncQueue Class
- File System Functions
- Package Class
- PackageUng Class
- UGUID Class
- GUI-Related Classes
- Gui Class
- UserInterface Class
- Widget Class
- WidgetButton Class
- WidgetCanvas Class
- WidgetCheckBox Class
- WidgetComboBox Class
- WidgetDialog Class
- WidgetDialogColor Class
- WidgetDialogFile Class
- WidgetDialogImage Class
- WidgetDialogMessage Class
- WidgetEditLine Class
- WidgetEditText Class
- WidgetExternBase Class
- WidgetExtern Class
- WidgetGridBox Class
- WidgetGroupBox Class
- WidgetHBox Class
- WidgetHPaned Class
- WidgetIcon Class
- WidgetLabel Class
- WidgetListBox Class
- WidgetManipulator Class
- WidgetManipulatorRotator Class
- WidgetManipulatorScaler Class
- WidgetManipulatorTranslator Class
- WidgetMenuBar Class
- WidgetMenuBox Class
- WidgetScroll Class
- WidgetScrollBox Class
- WidgetSlider Class
- WidgetSpacer Class
- WidgetSpinBox Class
- WidgetSpinBoxDouble Class
- WidgetSprite Class
- WidgetSpriteNode Class
- WidgetSpriteShader Class
- WidgetSpriteVideo Class
- WidgetSpriteViewport Class
- WidgetTabBox Class
- WidgetTreeBox Class
- WidgetVBox Class
- WidgetVPaned Class
- WidgetWindow Class
- Math Functionality
- Predefined Constants
- Bounds-Related Classes
- BoundBox Class
- BoundFrustum Class
- BoundSphere Class
- WorldBoundBox Class
- WorldBoundFrustum Class
- WorldBoundSphere Class
- Geometry Class
- Math Common Functions
- Math 2D Functions
- Math Exponential Functions
- Math Matrix Functions
- Math Random Functions
- Math Trigonometrical Functions
- bvec4 Class
- dmat4 Class
- dvec2 Class
- dvec3 Class
- dvec4 Class
- half Class
- hvec2 Class
- hvec3 Class
- hvec4 Class
- ivec2 Class
- ivec3 Class
- ivec4 Class
- mat2 Class
- mat3 Class
- mat4 Class
- quat Class
- vec2 Class
- vec3 Class
- vec4 Class
- Node-Related Classes
- Node Class
- NodeDummy Class
- NodeExtern Class
- NodeExternBase Class
- NodeLayer Class
- NodeReference Class
- NodeTrigger Class
- Decals-Related Classes
- Decal Class
- DecalMesh Class
- DecalOrtho Class
- DecalProj Class
- Field-Related Classes
- Field Class
- FieldAnimation Class
- FieldHeight Class
- FieldShoreline Class
- FieldSpacer Class
- FieldWeather Class
- Geodetics-Related Classes
- Ellipsoid Class
- GeodeticPivot Class
- GeodeticsTransformer Class
- Lights-Related Classes
- BakeLighting Class
- Light Class
- LightEnvironmentProbe Class
- LightVoxelProbe Class
- LightOmni Class
- LightProj Class
- LightWorld Class
- LightLensFlare Class
- Objects-Related Classes
- Object Class
- ObjectBillboards Class
- ObjectCloudLayer Class
- ObjectDummy Class
- ObjectDynamic Class
- ObjectExtern Class
- ObjectExternBase Class
- ObjectGrass Class
- ObjectGui Class
- ObjectGuiMesh Class
- ObjectIntersection Class
- ObjectIntersectionNormal Class
- ObjectIntersectionTexCoord Class
- ObjectLandscapeTerrain Classes
- ObjectLandscapeTerrain Class
- TerrainDetail Class
- TerrainDetailMask Class
- Landscape Class
- LandscapeLayerMap Class
- LandscapeMapFileCreator Class
- LandscapeMapFilesettings Class
- LandscapeFetch Class
- LandscapeImages Class
- LandscapeTextures Class
- ObjectMeshStatic Class
- ObjectMeshCluster Class
- ObjectMeshClutter Class
- ObjectMeshDynamic Class
- ObjectMeshSkinned Class
- ObjectMeshSplineCluster Class
- ObjectParticles Class
- ParticleModifier Class
- ParticleModifierScalar Class
- ParticleModifierVector Class
- ObjectSky Class
- ObjectTerrainGlobal Class
- TerrainGlobalDetail Class
- TerrainGlobalLod Class
- TerrainGlobalLodHeight Class
- TerrainGlobalLods Class
- TileSet Class
- TileSetFile Class
- ObjectText Class
- ObjectVolumeBox Class
- ObjectVolumeOmni Class
- ObjectVolumeProj Class
- ObjectVolumeSphere Class
- ObjectWaterMesh Class
- ObjectWaterGlobal Class
- Players-Related Classes
- Player Class
- PlayerActor Class
- PlayerDummy Class
- PlayerPersecutor Class
- PlayerSpectator Class
- Sound Nodes-Related Classes
- AmbientSource Class
- SoundReverb Class
- SoundSource Class
- World Nodes-Related Classes
- WorldClutter Class
- WorldExpression Class
- WorldExternBase Class
- WorldExtern Class
- WorldIntersection Class
- WorldIntersectionNormal Class
- WorldIntersectionTexCoord Class
- WorldOccluder Class
- WorldOccluderMesh Class
- WorldSplineGraph Class
- SplineGraph Class
- SplinePoint Class
- SplineSegment Class
- WorldSwitcher Class
- WorldTransformBone Class
- WorldTransformPath Class
- WorldTrigger Class
- Networking Functionality
- Socket Class
- Pathfinding-Related Classes
- Navigation Class
- NavigationMesh Class
- NavigationSector Class
- Obstacle Class
- ObstacleBox Class
- ObstacleCapsule Class
- ObstacleSphere Class
- PathRoute Class
- PathRouteIntersection Class
- Physics-Related Classes
- Contact Class
- ShapeContact Class
- Physics Class
- PhysicsIntersection Class
- PhysicsIntersectionNormal Class
- Bodies-Related Classes
- Body Class
- BodyCloth Class
- BodyDummy Class
- BodyFracture Class
- BodyParticles Class
- BodyPath Class
- BodyRagdoll Class
- BodyRigid Class
- BodyRope Class
- BodyWater Class
- Joints-Related Classes
- Joint Class
- JointBall Class
- JointCylindrical Class
- JointFixed Class
- JointHinge Class
- JointParticles Class
- JointPath Class
- JointPrismatic Class
- JointSuspension Class
- JointWheel Class
- Physical Nodes-Related Classes
- Physical Class
- PhysicalForce Class
- PhysicalTrigger Class
- PhysicalNoise Class
- PhysicalWater Class
- PhysicalWind Class
- Shapes-Related Classes
- Shape Class
- ShapeBox Class
- ShapeCapsule Class
- ShapeConvex Class
- ShapeCylinder Class
- ShapeSphere Class
- Plugins-Related Classes
- GPUMonitor Plugin
- GPUMonitor Class
- GPUMonitorPlugin Class
- AppEasyBlend Class
- OpenFlightImport Class
- Kinect Class
- AppOculus Class
- AppProjection Class
- engine.surround Functions
- AppVarjo Class
- AppVive Class
- AppWall Class
- ARTTracker Class
- IG Plugin
- DISConnector Plugin
- DIS::Connector Class
- HLAConnector Plugin
- HLA::Connector Class
- CIGIConnector Plugin
- CIGI::Connector Class
- CigiAerosolResponse Class
- CigiAnimationNotify Class
- CigiArticulatedControl Class
- CigiArticulatedShortControl Class
- CigiAtmosphereControl Class
- CigiCelestialControl Class
- CigiComponentControl Class
- CigiComponentShortControl Class
- CigiEarthModelDef Class
- CigiEntityClampedControl Class
- CigiEntityControl Class
- CigiEnvironmentControl Class
- CigiEnvironmentRequest Class
- CigiEventNotify Class
- CigiHatHotExtResponse Class
- CigiHatHotRequest Class
- CigiHatHotResponse Class
- CigiHostPacket Class
- CigiHostUserDefined Class
- CigiIGControl Class
- CigiIGMessage Class
- CigiIGPacket Class
- CigiIGUserDefined Class
- CigiLosExtResponse Class
- CigiLosResponse Class
- CigiLosSegmentRequest Class
- CigiLosVectorRequest Class
- CigiMaritimeControl Class
- CigiMaritimeResponse Class
- CigiPositionRequest Class
- CigiPositionResponse Class
- CigiRateControl Class
- CigiSegmentDef Class
- CigiSegmentNotify Class
- CigiSensorControl Class
- CigiSensorExtResponse Class
- CigiSensorResponse Class
- CigiStartOfFrame Class
- CigiSymbolCircleDef Class
- CigiSymbolClone Class
- CigiSymbolControl Class
- CigiSymbolLineDef Class
- CigiSymbolShortControl Class
- CigiSymbolSurfaceDef Class
- CigiSymbolTextDef Class
- CigiTerrestrialControl Class
- CigiTerrestrialResponse Class
- CigiTrackerControl Class
- CigiTrajectoryDef Class
- CigiViewControl Class
- CigiViewDef Class
- CigiVolumeDef Class
- CigiVolumeNotify Class
- CigiWaveControl Class
- CigiWeatherControl Class
- CigiWeatherResponse Class
- ComponentBaseInterface
- IG Manager Interface
- ArticulatedPart Class
- CollisionSegment Class
- CollisionVolume Class
- Component Class
- Converter Class
- IGConfig Class
- Entity Class
- ViewBase Class
- ViewGroup Class
- View Class
- SkyMap Class
- Meteo Class
- Region Class
- LightController Class
- SymbolsController Class
- SymbolsPlane Class
- Symbol Class
- SymbolPolyline Class
- SymbolCircle Class
- SymbolText Class
- Water Class
- IGIntersection Structure
- Interface Plugin
- InterfaceWindow Class
- Interface Class
- LeapMotion Plugin
- LeapMotion Class
- LeapMotionArm Class
- LeapMotionBone Class
- LeapMotionFinger Class
- LeapMotionHand Class
- SSLSocket Plugin
- SSLSocket Class
- SSLSocketPlugin Class
- Steam Plugin
- Steam Class
- SteamLeaderboard Class
- Syncker Plugin
- Manager Class
- Syncker Class
- Master Class
- Slave Class
- Projections Class
- Teslasuit Plugin
- TeslaSuitGeneral Class
- Suit Class
- SuitManager Class
- VRPN Plugin
- VrpnAnalogDevice Class
- VrpnButtonDevice Class
- VrpnTrackerDevice Class
- Rendering-Related Classes
- Camera Class
- EngineExpression Class
- Ffp Class
- Material Class
- Materials Class
- Mesh Class
- MeshDynamic Class
- MeshStatic Class
- Primitives Class
- Render Class
- RenderEnvironmentPreset Class
- Renderer Class
- RenderContext Class
- RenderState Class
- RenderTarget Class
- Shader Class
- CPUShader Class
- StructuredBuffer Class
- Texture Class
- TextureCurve Class
- Viewport Class
- Content Creation
- 3D Models Requirements
- Art Assets Conversion
- Content Optimization
- Geometry Optimization
- Working with Large Number of Objects
- Setting Up LODs
- Using Impostors
- Switching Nodes On and Off
- Occlusion Culling
- Optimizing Grass
- Lights Optimization
- Dynamic Reflections Optimization
- Water Optimization
- Terrain Optimization
- Physics Optimization
- VR Best Practices
- Materials
- Hierarchy and Inheritance
- Built-in Base Materials
- billboards_base
- billboards_cloud_base
- billboards_impostor_base
- clouds_base
- decal_base
- decal_terrain_hole_base
- grass_base
- grass_impostor_base
- gui_base
- landscape_terrain_base
- landscape_terrain_detail_base
- mesh_base
- Physically Based Materials
- particles_base
- render_composite
- sky_base
- terrain_global_base
- volume_cloud_base
- volume_fog_base
- volume_light_base
- volume_omni_base
- volume_proj_base
- volume_shaft_base
- water_global_base
- water_mesh_base
- Postprocess Materials
- post_blur_radial
- post_filter_rgb2rgbl
- post_filter_rgb2yuv
- post_filter_sobel
- post_filter_wet
- post_hblur_2d
- post_sensor
- post_vblur_2d
- post_hblur_mask
- post_vblur_mask
- post_hblur_cube and post_vblur_cube
- Debug Materials
- debug_materials
- Custom Materials
- Scriptable Materials
- Art Samples
- Billboards
- Camera Effects
- Clouds
- Cluster
- Clutter
- Cross Section
- Decals
- Environment
- Global Illumination
- Impostors
- Landscape
- Lens Flares
- Lights
- LOD System
- Materials
- Occluders
- Particles
- Post Sensors
- Reflections
- Simlights
- SSBevel
- SSDirt
- Vegetation
- Volumetrics
- Water
- Wildfire
- World Spline Graph
- Tutorials
- Adding Morph Targets
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)