Available for commercial projects with revenue or funding less than $100K in the last 12 months. Also suitable for academic projects.
Not eligible for some industries:
Required if revenue or funding is greater than $100K in the last 12 months.
Everything from the Community edition
Not eligible for some industries:
Everything from the Community Pro edition
...and much more (see details below)
For enterprise organizations seeking premium support, private training, and/or custom licensing terms.
Typical projects: GIS, Urban Planning, BIM, Smart City, CAD, Virtual TV Studio, Digital Twin.
Everything from the Engineering edition
...and much more (see details below)
For enterprise organizations seeking premium support, private training, and/or custom licensing terms.
The most comprehensive SDK for complex projects, including simulators and AI learning/verification synthetic databases for autonomous transport.
Community | Community Pro | Engineering | Sim | |
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Core Features | ||||
Engine Framework | ||||
Engine core:
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Atmosphere with Volumetric 3D Clouds | ||||
Built-in atmosphere visualization solution:
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Geometry Water | ||||
Built-in water visualization solution:
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Landscape Terrain | ||||
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Physics Simulation | ||||
Proprietary physics system:
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Library of Built-In Objects | ||||
High-level objects available out of the box:
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Audio System | ||||
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In-App GUI | ||||
Proprietary Graphical User Interface, works inside of the application window.
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AI Framework | ||||
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Visual Scene Editor | ||||
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OpenGL on Windows | ||||
Custom Splash Screen | ||||
Programming Languages | ||||
C++ | ||||
C++ API compatible with up to C++14 standard: MS VS 2015 / 2017 / 2019, gcc 4.8+ |
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C# | ||||
.NET framework / .NET Core |
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UnigineScript | ||||
Proprietary scripting language |
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HLSL / GLSL / UUSL Shaders | ||||
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Virtual World Management | ||||
Scene Graph | ||||
Fast Intersection Tests (Raycasting) | ||||
Asynchronous Data Streaming | ||||
Object Cluster System | ||||
Performance-optimized system for placing very large amounts of objects in the scene. |
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Double Precision of Coordinates (64 Bit per Axis) | ||||
By default, game engines use a single-precision floating-point format to store the transformation of an object in the virtual scene (32 bit per axis). Float precision limitations are noticeable on scenes larger than 10x10 km (from a first-person perspective) due to the accumulation of positioning errors, so double-precision (64 bit per axis) should be used for anything larger to maintain accuracy. The maximum double-precision coordinate values are effectively 536,870,912 times larger than for the 32-bit float precision. This can be very useful when you need to calculate very large numbers (e.g. the distances in space), or, conversely, very small numbers (e.g. the distances in microcosm). UNIGINE features a 64-bit double-precision floating-point format (instead of the 32-bit single-precision one) to define coordinates of objects in the virtual scene. Therefore, it is possible to create highly detailed virtually unlimited worlds. |
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Geographic Coordinate System (Latitude, Longitude, Elevation) | ||||
Customizable Geodetic Datum (WGS84, etc.) | ||||
ObjectTerrainGlobal | ||||
Global terrain is a virtually limitless terrain representing a certain fragment of Earth's surface. It can be generated on the basis of ordinary raster images and/or GIS data. In case of using GIS data, appearance of the global terrain object is determined by the accuracy and availability of geospatial data. It should be noted that there are areas of Earth's surface with only low-resolution data available or even no geospatial data at all. This type of terrain can be successfully used for flight simulators: most of the time the plane remains at a very high altitude and low-resolution data is sufficient. High-resolution data is necessary only around landing and take-off areas. |
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Landscape Tool (Procedural Generation from GIS Data) | ||||
Video Output | ||||
Regular Flat Screen | ||||
VR Headsets (HMDs) | ||||
Multi-Channel Rendering, Network Sync | ||||
Support for a network cluster mode, where a set of PCs with running UNIGINE instances are generating pieces of a large image with frame-to-frame synchronization. Typically used in professional simulators to create super-resolution images on an immersive display (e.g. on a 360 dome for the flight simulator). |
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Curved Screen Projection (Image Warping & Edge Blending) | ||||
Video Wall | ||||
CAVE | ||||
3-Monitor Surround Mode | ||||
Separate Image Stereo | ||||
OpenGL Quad Buffer | ||||
Embedding into Proprietary Apps | ||||
Qt Integration | ||||
WPF Integration | ||||
Windows Forms Integration | ||||
Data Formats | ||||
Generic Intermediate (FBX, COLLADA, glTF, etc.) | ||||
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Runtime Data Import & Export | ||||
Useful for making custom editors. |
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GIS (GeoTIFF, OSM, DGN, Shapefile, DTED, GeoJSON... - more than 150 raster and vector formats) | ||||
CAD (IGES, STEP, STL, BREP) | ||||
Network Protocols For Distributed Simulation | ||||
CIGI | ||||
The Common Image Generator Interface (CIGI), is an on-the-wire data protocol that allows communication between an Image Generator and its host simulation. Typically used in multi-channel simulators for civil aviation. |
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HLA | ||||
The High Level Architecture (HLA) is a standard for distributed simulation, used when building a simulation for a larger purpose by combining (federating) several simulations. Today the HLA is used in a number of domains including defense and security and civilian applications. |
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DIS | ||||
Distributed Interactive Simulation (DIS) is an IEEE standard for conducting real-time platform-level wargaming across multiple host computers and is used worldwide, especially by military organizations but also by other agencies such as those involved in space exploration and medicine. |
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VRPN | ||||
VRPN (Virtual-Reality Peripheral Network) is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications. |
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ROS2 Integration | ||||
Robot Operating System (ROS) is a standard software platform for developing applications for robotics and autonomous systems. Useful for SIL (Software-In-The Loop) testing of AI learning and testing. |
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Motion Capture | ||||
Leap Motion | ||||
Kinect | ||||
ARTTracker | ||||
Optical motion capture system for professional use. |
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TeslaSuit | ||||
Full-body haptic suit with motion capture and climate control. |
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Special Features | ||||
High-Level Image Generator System | ||||
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Enhanced Vision Sensors | ||||
Thermal, enhanced night vision, FLIR. |
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High-Level Vehicle System | ||||
A framework of high-level C++ components:
Simulation of various surface conditions (such as dry, wet, snow-covered, or icy road, mud, and so on) |
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SSL Support | ||||
Secure Sockets Layer (SSL) is a cryptographic protocol designed to provide communications security over a computer network. |
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MySQL Integration | ||||
MySQL relational database management system (RDBMS) integration plugin. |
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CUDA Texture Transfer | ||||
Fast access to the GPU data from the CPU. |
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GPU Monitor | ||||
Standalone Console-Based Build Tool | ||||
Console-based mode support for the Build Tool to simplify continuous integration (CI) and batch processing. |
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Support | ||||
Dedicated Customer Success Manager | ||||
Technical Support Level | Community | Community | Professional | Professional |
Early Beta Access | ||||
On-Site Training | Additional Price | Additional Price | ||
The training typically comes in the form of thematic workshops tailored for your project specifics. Trainers are leading experts from the UNIGINE core team. |
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Licensing Terms | ||||
Royalty-free | ||||
No restrictions on funding/revenue | ||||
Procurement-friendly custom paperwork | ||||
Unlimited by industry | ||||
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