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Введение
What's Inside?
Project Workflow
Migrating to Unigine
Migrating to Unigine From Unreal Engine
Migrating to Unigine From Unity
Programming Quick Start
1. Basic Scene Objects and Coordinate System
2. Logging and Printing Messages to Console
3. Saving and Loading a World
4. Closing the Application
5. Working with Smart Pointers
6. Creating and Deleting Nodes at Runtime
7. Creating and Setting Up a Camera
8. Creating and Setting up Light Sources
9. Creating, Applying and Deleting Materials at Runtime
10. Managing Existing Scene Objects
11. Performing Basic Transformations (Move, Rotate, Scale)
12. Making It in Time
13. Managing Intersections
14. Getting and Managing User Inputs
15. Implementing Game Logic and Using Properties
16. Creating User Interface
Getting Started with VR
Classes and Components Overview
System Requirements
Video Tutorials
Interface
Interface Overview
The 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
Advanced
Microprofile for Artists
Принципы работы
Устройство виртуального мира
Работа с виртуальным миром
Properties
Hierarchy and Inheritance
Component System
Custom C++ Component System
C# Component System
Rendering
Rendering Sequence
Scattering
Parallel-Split Shadow Mapping
Anti-Aliasing
Fast approXimate Anti-Aliasing (FXAA)
Temporal Anti-Aliasing (TAA)
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
Битовые маски
Import System
File System
Asynchronous Data Streaming
SDK-браузер
Projects
Licenses
Add-Ons
Eastern European Countryside
Road Tool Constructor
Vegetation
VFX
Weather
Arbitrary Terrain Generation
Georeferenced Terrain Generation
Demos
CIGI
C# Third Person Platformer
Fox Hole
Oil Platform
Oil Refinery
Orbits
Procedural City Generation
Soldier
Superposition
Syncker
Viewer
VR Sample
UnigineEditor
Interface Overview
Layout Customization
Context Menus
Assets Workflow
Asset Types
Assets and Runtime Files
Creating and Importing Assets
FBX Import Guide
Texture Import Guide
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
Antialiasing
Textures
Lights
Transparent
Shadows
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
Buffers
Streaming
Screen-Space Materials
Global Physics Settings
Global Sound Settings
Working With Projects
Building a Project
Managing Worlds
Scene Navigation
Creating and Importing 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
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
Using Editor Tools for Specific Tasks
Making Cutscenes With Camera Motion 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
Bake Lighting
FAQ
Switching From the Previous Version of the Editor
Инструменты
Plugins for 3D Editors
Plugins for 3ds Max
Plugins for Maya
Performance Profiling Tools
Performance Profiler
Microprofile
USC Interpreter
Archiver
Resource
Upgrade Script
Встроенные объекты
Nodes
Node
Node Reference
Dummy Node
Layer
Pivot
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
Global Terrain
Global Terrain Details
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 Layer
Sector
Portal
World Trigger
World Cluster
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
Программирование
Fundamentals
Programming Overview
Engine Architecture
Execution Sequence
Logic System
Engine Initialization
Engine Main Loop
Engine Shutdown
Where to Put Your Code: Update(), UpdatePhysics() or PostUpdate()
Typical Architecture of a Unigine-Based Application
Working with Smart Pointers
Matrix Transformations
Thread Safety
Event Handling Callbacks
Setting Up Development Environment
Windows Development Environment
Linux Development Environment
Usage Examples
High-Level Car Physics System (C++)
Custom Import Plugin
Importing Models Directly to Memory
Custom C++ Component System
Customizing Mouse Cursor and Behavior
Basic Object Movements
Creating and Attaching a Cloth
Creating a Car with Wheel Joints
Creating Mirrors Using Viewports (Rendering to Texture) or Materials
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
Handling Ownership When Using Scripts
Script Debugging
High-Level Systems
UnigineScript Basic Utilities
Unigine::Widgets
User Interfaces for Unigine::Widgets
Input System
Dialogs Script
Samples
Objects
billboards_02
billboards_03
cluster_00
cluster_01
clutter_00
clutter_01
clutter_02
dynamic_00
dynamic_01
dynamic_02
dynamic_03
dynamic_04
dynamic_05
grass_00
grass_01
grass_02
grass_03
gui_00
gui_01
gui_02
gui_05
gui_06
gui_07
mesh_00
mesh_01
mesh_02
particles_01
particles_03
particles_05
Plugins
app_oculus_00
app_surround_00
app_surround_01
app_wall_00
gpu_monitor_00
ssl_socket_00
ssl_socket_01
Cache Files
C++
Creating C++ Application
Creating C++ Plugin
Integration Samples
Unigine Integration into SDL Application
Unigine Integration into Qt Application
C++ Usage Examples
Library's Namespace
Variable Export
Constant Export
Function Export
Class Export
Data Structure Export
Callbacks
Serialization
CustomApp Class
UnigineScript Containers
C++ Plugins
ARTTRACK Plugin
CadImporter Plugin
Setting Up Projections with AppEasyBlend Plugin
FbxImporter 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
C# API Reference
C# Integration Samples
Application with Direct3D11 via SlimDX Library
Application with Direct3D11 via SharpDX Library
Application with OpenGL via OpenTK Library
C# Usage Examples
C# Component System
Callbacks
UnigineScript Containers
Variable Export
Plugin Class
Package Class
Widget Dialog
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 File
Rebuilding the Engine and Tools
Rebuild in Windows via Visual Studio
Semi-automatic Compilation with Build Script
Preprocessor Macros for Rebuilding the Engine
Protecting Your Data with a Password
GUI
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
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
Expression Class
ExternClass Class
FunctionBase Class
Hash Class
Hasher Class
File Import Classes
Data Structures
Import Class
Importer Class
ImportProcessor Class
ImportScene Class
Image 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
OS Functions
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
Variable Class
Xml Class
Controls-Related Classes
Controls Class
ControlsApp Class
ControlsDummy Class
ControlsJoystick Class
ControlsSixAxis
ControlsXPad360 Class
Input Class
InputGamePad Class
Engine-Related Classes
App Class
CustomApp Class
Config Class
Console Class
Editor Class
Engine Class
EnginePtr Class
engine.system Functions
EnginePlugins Class
Game Class
GameIntersection Class
Memory Class
Profiler Class
Properties Class
Sound Class
Sounds Class
Splash 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
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
NodePivot 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
Dataset Class
DatasetRasterPosResolver Class
DatasetSpatialReference Class
DatasetCoordinateTransformer 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
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
WorldCluster Class
WorldClutter Class
WorldExpression Class
WorldExternBase Class
WorldExtern Class
WorldIntersection Class
WorldIntersectionNormal Class
WorldIntersectionTexCoord Class
WorldLayer Class
WorldOccluder Class
WorldOccluderMesh Class
WorldPortal Class
WorldSector 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::ConnectorInterface Class
HLAConnector Plugin
HLA::ConnectorInterface Class
CIGIConnector Plugin
CIGI::ConnectorInterface Class
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
Teslasuit Plugin
TeslaSuitGeneral Class
Suit Class
SuiteManager Class
VRPN Plugin
VrpnAnalogDevice Class
VrpnButtonDevice Class
VrpnTrackerDevice Class
Rendering-Related Classes
Camera Class
Ffp Class
Material Class
Materials Class
Mesh Class
MeshDynamic Class
Primitives Class
Render Class
RenderEnvironmentPreset Class
Renderer Class
RenderContext Class
RenderState Class
RenderTarget Class
Shader Class
StructuredBuffer Class
Texture Class
Viewport Class
Работа с контентом
3D Models Requirements
Art Assets Conversion
Content Optimization
Geometry Optimization
Working with Large Number of Objects
Setting Up LODs
Using Impostors
Loading Nodes in Background
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
Material Library
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
Art Samples
Billboards
Camera Effects
Clouds
Cluster
Clutter
Cross Section
Decals
Environment
Global Illumination
Impostors
Landscape
Lens Flares
Lights
LOD System
Materials
Particles
Post Sensors
Reflections
Simlights
SSBevel
SSDirt
Vegetation
Volumetrics
Water
World Spline Graph
Tutorials
Adding Morph Targets
Migrating to UNIGINE 2.10
API Migration
Console Migration
Content Migration
IG Template
Setting Up Properties
IG Configuration
Environment Settings
Light Settings
Creating Custom Components
Processing User-Defined Packets
Содержание
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Last update: 25.12.2019
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