SDK Editions And Pricing

Community Pro
Community Free
No royalty, no runtime fee
  • Core UNIGINE Engine
  • UnigineEditor
  • VR support
  • Forum account
  • Learning account

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:

  • Defense
  • Gambling
  • Energy
  • Mining, Oil & Gas
Community Pro
$1500 per seat / year
No royalty, no runtime fee

Required if revenue or funding is greater than $100K in the last 12 months.

Everything from the Community edition

  • No restrictions on the funding
  • Custom splash screen
  • Access to beta versions

Not eligible for some industries:

  • Defense
  • Gambling
  • Energy
  • Mining, Oil & Gas

Everything from the Community Pro edition

  • Support for geographic coordinates and GIS data
  • Extended set of data formats, including CAD
  • Embedding into proprietary apps (Qt, WPF, Windows Forms)
  • Access to beta versions
  • Priority technical support
  • Options for private training

...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

  • High-level IG via CIGI/HLA/DIS protocols
  • Advanced video output (curved screens, video walls, CAVE)
  • Sensor visualization modes (fisheye, LiDAR, radar, night vision, thermal)
  • Aviation-specific visual effects
  • High-level weather system (including weather radar)
  • Advanced motion capture
  • High-level vehicle system
  • ROS2 (Robot Operating System) support

...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.

Detailed Features Comparison
  Community Community Pro Engineering Sim
Core Features
Engine Framework

Engine core:

  • Cross-platform framework
  • 3D renderer
  • Adaptive support for multi-core systems
  • Resource management system
  • Cross-platform file system with multiple mount point support
  • Extensible XML-based data structures
  • Hardware monitoring system
  • Performance-optimized math library
  • Minimal 3rd-party library dependencies
Atmosphere with Volumetric 3D Clouds

Built-in atmosphere visualization solution:

  • 3D volumetric clouds
  • Multiple cloud layers
  • Different types of clouds
  • Shadows from clouds
  • Realistic atmosphere rendering with light scattering
  • Sun shafts and volumetric lighting
  • Regional weather
  • Weather effects, including wind affecting objects, rain, fog, lightning, and snow
  • Dynamic LUT-based time-of-day model
  • Sun and Moon, stars map
Geometry Water

Built-in water visualization solution:

  • 3D Geometric waves
  • Full spectrum of sea states (Beaufort scale 0-12)
  • Procedural foam and white caps
  • Shoreline simulation
  • Ship wake waves (bow, stern)
  • Seamless underwater transition
  • Subsurface light scattering
  • Local volume subtraction (removal of water from hulls)
  • Local fluid simulation physics
  • Decal projection on water surface
  • Global and local water basins
  • Access to the wave shape info on CPU side
Landscape Terrain
  • Proprietary core technology:
    • Handles up to petabytes of data
    • VRAM-efficient (better than MegaTexture approach)
    • Smart detail caching
    • Optimized for multi-core systems
  • Large scale:
    • Hundreds of kilometers
    • Binocular/scope support (up to x20 / down to 1 degree FOV)
    • Seamless experience
  • Extreme level of details:
    • Up to 1 cm / pixel input data resolution
    • Better than 1 mm / pixel detailed resolution
    • Adaptive hardware tessellation
    • Up to 1024 detail materials
    • High-density geometry displacement
    • Geomorphing support
  • 20 multi-purpose masks (details, grass, trees, physics, terrain classification, etc.)
  • Dynamic streaming:
    • Asynchronous data streaming
    • Precise control via fine-tuning parameters
    • Adaptive fetch algorithms (occlusion, camera settings, etc.)
  • Layer-based pipeline:
    • Different blending operations between layers
    • Non-destructive edits
    • Mixing layers with different data density (local insets)
    • Unlimited size of layers
    • Unlimited number of layers
    • Storing layers in separate files (VCS-friendly for team collaboration)
    • Runtime modification support
    • Simultaneous iterating on manual edits and procedurally generated data
  • Support for holes:
    • Arbitrary shape
    • Blending with meshes for caves and tunnels
    • Per-pixel details
    • Replacing terrain geometry with arbitrary meshes (useful for digging)
  • Intersection testing:
    • Asynchronous mode
    • Forced mode
  • Collision detection support with adaptive optimization by object size
  • Runtime modification API:
    • Full control: heights, albedo, masks, opacity
    • A choice between CPU-side and GPU-side APIs
    • Asynchronous data update
    • Undo support
    • Native tilesets import
Physics Simulation

Proprietary physics system:

  • Collision detection
  • Raycasting (intersection checking)
  • Comprehensive set of geometric primitives (box, sphere, capsule, cylinder, convex hull)
  • Rigid body physics
  • Various joints, motors and springs
  • Dynamic destruction of objects
  • Vehicle physics
  • Particle system physics
  • Cloth physics
  • Rope physics
  • Ragdoll physics
  • Force fields
  • Fluid buoyancy and interaction
  • Time reverse support
  • Multi-threaded core
Library of Built-In Objects

High-level objects available out of the box:

  • Light sources (world, omni-directional, projected, environment probe)
  • Static, animated and dynamic meshes
  • Sky
  • Water (global, mesh)
  • Terrain
  • Grass
  • Particle systems
  • Billboards
  • Decals (mesh, ortho, projected)
  • Performance-optimized clusters
  • Clutter system
  • Volumetrics (box, omni, sphere, projected)
  • Fields (animation, spacer, shoreline)
  • Players: 1st person, 3rd person
  • 3D text
  • Sound sources and reverberation zones
  • Navigation meshes and obstacles
  • Geodetic pivot
Audio System
  • Support for multiple 3D sound sources
  • Streaming of sounds
  • HRTF (Head-Related Transfer Function), binaural audio simulation
  • Doppler effect
  • Sound occlusion
  • Different types of attenuation
  • Multiple reverberation zones
In-App GUI

Proprietary Graphical User Interface, works inside of the application window.

  • Library of widgets
  • Skin customization
  • Support for localization
  • Support for projection onto 3D surfaces
AI Framework
  • Pathfinding (navigation meshes, obstacles)
  • Spatial triggers
  • Per-surface logical property system
Visual Scene Editor
  • WYSIWYG (What You See Is What You Get)
  • Industry standard navigation with customizable controls layout
  • Asset management system
  • Advanced world-building tools
  • Multiple snapping options
  • Nested references
  • Multi-selection operations
  • Component System integration
  • Support for collaborative teamwork
  • Scene hierarchy control
  • Materials/property/component editors
  • Flexible UI
  • Tracker tool (timeline-based animation sequencer)
  • Spline Graph editor (tool for creating roads and ropes)
  • Impostor Creator (generation of far-distance LOD's)
  • Image-processing utilities
  • Cleaner (cleaning of unused assets)
  • Build tool (project assembly based on the asset dependency graph and a list of arbitrary files)
  • Video grabber (creating high-quality screenshots and video sequences)
OpenGL on Windows
Custom Splash Screen
Programming Languages

C++ API compatible with up to C++14 standard: MS VS 2015 / 2017 / 2019, gcc 4.8+


.NET framework / .NET Core


Proprietary scripting language

HLSL / GLSL / UUSL Shaders
  • HLSL (DirectX shaders)
  • GLSL (OpenGL shaders)
  • UUSL (Unified UNIGINE Shader Language)
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.

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.

See more on double precision coordinates.

Geographic Coordinate System (Latitude, Longitude, Elevation)
Customizable Geodetic Datum (WGS84, etc.)

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.

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).

Curved Screen Projection (Image Warping & Edge Blending)
Video Wall
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.)
  • 3D models: FBX, OBJ, COLLADA (DAE), PLY, 3DS, glTF/GLB
  • Video: Theora (OGV)
  • Audio: Vorbis (OGG, OGA), WAV, MP3
  • Fonts: TrueType (TTF)
  • Text: Plain Text, XML, JSON
Runtime Data Import & Export

Useful for making custom editors.

GIS (GeoTIFF, OSM, DGN, Shapefile, DTED, GeoJSON... - more than 150 raster and vector formats)
Network Protocols For Distributed Simulation

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.


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.


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.


VRPN (Virtual-Reality Peripheral Network) is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications.

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.

Motion Capture
Leap Motion

Optical motion capture system for professional use.


Full-body haptic suit with motion capture and climate control.

Special Features
High-Level Image Generator System
  • Entities system with articulated parts control
  • Weather system
    • Global meteo conditions
    • Global wind force
    • Regional weather
  • Ephemeris system for celestial bodies (Sun, Moon and stars positions depending on date, time and coordinates)
  • Support for ENU / NED and ECEF coordinates
  • View controller
  • Network interface:
    • Industry-standard protocols (CIGI, HLA, DIS)
    • Support for interpolation and extrapolation
    • Support for custom packets
  • Adaptive quality degradation to maintain stable frame rate
  • Lights system (including runway ones: PAPI, VASI, etc.)
  • Intersection requests: HAT/HOT, LOS
  • Collision management with support for segments and volumes
  • Symbols for HUD (Head-Up Display)
Enhanced Vision Sensors

Thermal, enhanced night vision, FLIR.

High-Level Vehicle System

A framework of high-level C++ components:

  • Setting engine's power and resistance curves, as well as idle speed (RPM)
  • Gearbox simulation (manual and automatic) enabling you to adjust throttle and speed values for shifting gears along with transition time, as well as to set the number of gears and configure gear ratios
  • Mathematical wheel model for more realistic steering, enabling simulation of forces affecting the rotating wheel, along with an ability to adjust suspension travel distance, spring, and damping values
  • Easy setup of steering and driving axes along with capability to turn the differential lock on and off
  • A set of debug windows displaying information on all vehicle parameters in real time
  • Switching between different views (driver's, external camera, etc.)

Simulation of various surface conditions (such as dry, wet, snow-covered, or icy road, mud, and so on)

SSL Support

Secure Sockets Layer (SSL) is a cryptographic protocol designed to provide communications security over a computer network.

MySQL Integration

MySQL relational database management system (RDBMS) integration plugin.

CUDA Texture Transfer

Fast access to the GPU data from the CPU.

GPU Monitor
Standalone Console-Based Build Tool

Console-based mode support for the Build Tool to simplify continuous integration (CI) and batch processing.

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.

Licensing Terms
No restrictions on funding/revenue
Procurement-friendly custom paperwork
Unlimited by industry
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