Universal real-time 3D Engine for creative enthusiasts
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Framework
  • Supported operating systems (both runtime and tools components):
    • Windows 7 / 8 / 10 / 11 (64-bit)
    • Linux (64-bit)
  • Adaptive support for multi-core systems
  • Resource management system
  • Cross-platform file system with multiple mount point support
  • Extensible XML-based data structures
  • Minimal 3rd-party library dependencies
  • Hardware monitoring system
  • Performance-optimized math library
World Management
    • Asynchronous data streaming
    • Flexible intersection requests:
      • Different modes: ray, sphere, box
      • Geometric shape intersection within the same frame
      • Performance-optimized
    • Full-featured scene graph
    • Performance-optimized object cluster system
    • Advanced LOD (Level of Detail) system:
      • Different transition modes
      • Configurable reference points
      • Performance-optimized billboard impostors for distant objects
    • Configurable bit masks system for different engine subsystems: (viewport, shadows, intersection, collision, material, reflection, sound occlusion, physical, exclusion, field, navigation, obstacle, cutout)
    • Nested node references
    • Preset files system (settings for rendering, physics, sound)
    • Procedural placement of objects
Graphics
    • Multi-API renderer:
      • DirectX 11
      • OpenGL 4.5
    • Modern rendering pipeline:
      • Full deferred with cluster optimizations
      • Forward rendering for transparent objects
    • Customizable rendering pipeline:
      • Configurable rendering passes
      • Auxiliary buffer
      • Scriptable materials
      • Custom post-processes and materials
    • Shading system:
      • PBR (Physically-Based Rendering) with support for both specular and metalness workflows
      • Energy conservation model
      • Proprietary diffuse BRDF model (Bidirectional Reflectance Distribution Function) with support for multiscattering and the Opposition Surge effect
      • GGX (specular BRDF)
      • Microfiber effect for fabric (custom BRDF)
      • Translucent surfaces (custom BRDF)
      • Screen Space Subsurface Scattering
      • Glossy and rough refraction for transparent materials
      • Chromatic aberration for transparent materials
    • Lighting system:
      • Dynamic lighting with various source types (world, omni-directional, projected)
      • Area lights (sphere, rectangular)
      • SSRTGI (Screen-Space Ray-Traced Global Illumination)
      • Voxel-based global illumination probe:
        • Doesn’t require UV mapping
        • High performance
        • Works with all types of objects and shaders
      • SSAO (Screen-Space Ambient Occlusion)
      • Volumetric lighting
      • Lightmaps with auto UV unwrap
      • Screen-space sun shafts
      • Screen-space shadow shafts
      • Interleaved lighting
    • Reflection system:
      • SSR (Screen Space Reflections)
      • Sphere and box projection environment probes
      • Dynamic and Static modes for environment probes
      • Voxel based reflections
      • Dynamic planar reflections
      • Fresnel reflections, reflections on rough surfaces
    • Multiple shadows options:
      • PSSM (Parallel-Split Shadow Maps)
      • Correct penumbra depending on light radius
      • Screen-space Raytraced Shadows
      • Cached shadows
    • Advanced materials system:
      • Hierarchy of materials with parameter inheritance and overloading
      • Visual Material Graph Editor (node-based, no shader coding)
      • Pre-configured base material (“Uber Material”) with a large number of features available through easy-to-use UI:
        • Ambient occlusion
        • Specular map
        • Microfiber map
        • Translucent map
        • Details
        • Emission map
        • Lightmap
        • Parallax occlusion
        • Vertex color
        • Vegetation options
        • Wire mode
        • Local- and world-based triplanar mapping
        • Terrain blending
        • Different transparency modes
        • Per-material control over screen effects
        • etc.
      • Support for completely custom materials
    • Multiple anti-aliasing options:
      • TAA (Temporal AA)
      • FXAA (Fast Approximate AA)
      • SRAA (Subpixel Reconstruction Anti-Aliasing)
      • Supersampling
    • Post-processes:
      • Ray-traced GI (Global Illumination)
      • Procedural geometry bevels
      • Sharpness filter
      • Grain effect
      • Ray-traced AO (Ambient Occlusion)
      • Procedural dirt effect
      • LUT (Look-Up Table) color correction
      • Ray-traced bent normal
    • Camera effects:
      • Physically based parameters
      • Auto exposure
      • Auto white balance
      • Various tonemapper modes (Filmic, ACES, Reinhard, etc.)
      • Filmic tonemapper
      • Motion blur
      • Bloom
      • Lens flares based on custom texture
      • DoF (Depth of Field)
      • Chromatic aberrations
    • Deferred decals:
      • Flexible settings of blending
      • Mesh-shaped projection support
      • Render order for sorting between decals
      • Bitmasking for sorting between objects
    • Different viewport projections:
      • Perspective
      • Orthographic
      • Curved panorama 180 / 360
      • Linear panorama 180 / 360
      • Fisheye panorama with adjustable FOV (orthographic, stereographic, equidistant, equisolid)
Terrain
    • Proprietary core technology:
      • Handles up to petabytes of data
      • VRAM-efficient (better than MegaTexture approach)
      • Smart details 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
Vegetation System
  • Animated vegetation (global wind, force fields, local movement)
  • Grass system
  • Performance-optimized clutter system
Atmosphere Model
  • 3D volumetric clouds
  • Multiple cloud layers
  • All existing types of clouds: Altocumulus, Altostratus, Cirrocumulus, Cirrostratus, Cirrus, Cumulonimbus, Cumulus, Nimbostratus, Stratocumulus, Stratus
  • 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
Water System
  • 3D geometric waves based on fast implementation of Gerstner model
  • Full spectrum of sea states (Beaufort scale 0-12) with smooth changing
  • Procedural foam and white caps
  • Shoreline simulation
  • Ship wake waves (bow, stern)
  • Practically tiling-free surface at close and far distances
  • 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
  • Ability to create and control individual waves and wave groups (up to 256 simulated waves, from largest to smallest)
  • Fast intersection detection and fetching water level at an arbitrary point at any moment of time
  • Access to any wave shape parameter info on CPU side at run time
  • Flexible quality settings providing room for optimization
Particle System
  • Flexible simulation settings with curves
  • Physical interaction with objects
  • Receive lighting and shadows
  • Projection to decals
  • Refraction support
  • Atlas-based animation
  • Soft interaction
  • Volumetric forces (attraction/repelling, noise)
Physics Simulation
  • Continuous and discrete сollision 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
Artificial Intelligence
  • Pathfinding (navigation meshes, obstacles)
  • Spatial triggers
  • Auxiliary buffer for specific markup (classes of objects, etc.)
  • Per-surface logical property system
API
  • Full engine features control for any of these programming languages:
    • C++ (up to C++14 standard: MS VS 2015 / 2017 / 2019, gcc 6.3+)
    • C# (.NET 5)
    • UnigineScript
  • More than 12,000 of well-documented methods for each language
  • Supported shader languages for full materials customization:
    • HLSL
    • GLSL
    • UUSL
  • C++ or C# engine plugins system for sharing library code between multiple projects
  • Entity-Component pattern for C# and C++
Built-In Objects
  • Light sources (world, omni-directional, projected, environment probe, voxel probe)
  • Static, animated and dynamic meshes
  • Sky
  • Water (global, mesh)
  • Landscape Terrain
  • Grass
  • Particle systems
  • Billboards
  • Physicals (wind, force, noise, water, trigger)
  • Decals (mesh, ortho, projected, particles)
  • Performance-optimized clusters
  • Clutter system
  • Volumetrics (box, omni, sphere, projected)
  • Fields (animation, spacer, height, weather, shoreline)
  • Players: 1st person, 3rd person
  • 3D text
  • Sound sources and reverberation zones
  • Optimization occluders and switchers
  • Navigation meshes and obstacles
  • Transform path
  • Spline Graph
  • Logic Triggers
  • GUI
GUI
  • UnigineUI (inside and outside of the viewport)
Audio
  • 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
  • Support for the FMOD real-time adaptive audio engine
Input Devices
  • PC keyboard and mouse
  • Gamepads, wheels and joysticks
  • Multi-touch screens
  • Motion capture systems:
    • Kinect
    • LeapMotion
  • Vive VR trackers
Video Output
  • Native support for stereo 3D:
    • Side-by-side stereo
    • Interlaced stereo
    • Anaglyph (red-cyan)
  • Native support for VR headsets:
    • Oculus Rift / Rift S/ Quest / Quest 2 (with Oculus Link cable)
    • HTC Vive / Vive Pro / Focus / Cosmos
    • Windows Mixed Reality (WMR)-compatible
    • OpenVR-compatible
Network
  • Steam integration
  • Low-level socket access
Project Optimization Tools
  • Advanced performance profiler:
    • All engine subsystems
    • Custom markers
    • Deep frame analysis
    • Both CPU and GPU sides
  • Memory utilization profiling (RAM and VRAM)
  • Data streaming debugging
  • Texture profiler
  • Visualizer system (nodes, physics, sounds, custom info) working in any viewport
  • Debug modes for renderer
Scene Editor
  • Visual scene editor (WYSIWYG, What You See Is What You Get)
  • Dark UI theme by default
  • Industry standard navigation with customizable controls layout
  • Asset management system:
    • Safe moving and renaming of assets (GUID-based)
    • Displaying of assets dependencies
    • Sync with external modifications on the fly
    • Per-asset import options
    • Extendable with custom asset types
    • Multiple mount points support (project content can be stored in different locations)
  • Advanced world-building tools:
    • Layers for team collaboration
    • Fast object replacement tool
    • Easy repeat of clone+transform operations
    • Advanced brush-based mesh placement tool
    • Multiple snapping options:
      • Active (by holding a key) and passive (always on) modes
      • By global grid
      • By local grid
      • By bound box
      • Drop to ground
      • Snap to surfaces
    • Randomizer (tool for fast replacing of multiple objects)
    • Nested references
  • Multi-selection operations:
    • Multi-editing of parameters
    • Batch math operations on parameters
  • Smart copy/paste of parameters between objects
  • Component System integration:
    • Creating, editing and applying C# components to objects
    • UI auto-generation for parameters
  • Support for collaborative teamwork:
    • Project layers
    • VCS-friendly data formats
  • Scene hierarchy control:
    • Hierarchy/flat list views of objects
    • Easy reparenting
    • Fast search
  • Materials/property/component editors:
    • Hierarchy display
    • Fast search
    • Easy reparenting
  • Unified settings window with presets support
  • Flexible UI:
    • Multiple viewports
    • Context menus for quick feature access
    • Reconfigurable layout
  • 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)
  • Built-in console
  • C++ editor plugins system for creating custom domain-specific tools based on UnigineEditor functionality
Supported File Formats
  • 3D models: FBX, OBJ, COLLADA (DAE), PLY, 3DS, glTF/GLB
  • Images: DDS, JPEG (JPG, JFIF, GFI, JIF, JPE), TGA, PNG, PSD, PPM, TIFF, EXR, RGB, SGI, HDR
  • Video: Theora (OGV)
  • Audio: Vorbis (OGG, OGA), WAV, MP3
  • Fonts: TrueType (TTF)
  • Text: Plain Text, XML, JSON
Samples
  • Code samples in C++, C# and UnigineScript
  • VFX library
  • Vegetation library
  • Multiple demos
  • Project templates of different types
Documentation
  • Complete API reference for C++, C# and UnigineScript (more than 12,000 functions for each language)
  • Code snippets for typical tasks
  • User guides for tools
  • Online and offline documentation formats
  • Step-by-step tutorials (including video tutorials)
  • In-place API documentation for C#/C++ available in IDE
System Requirements
  • Minimal:
    • OS: Windows 7/8/10/11 or Linux
      • Development: 64-bit system
      • Runtime: 64-bit system
    • CPU: 4 cores with SSE4.2 support
    • RAM: 8 GB
    • GPU: DirectX 11 / OpenGL 4.5 compatible
      • NVIDIA GeForce GTX 9xx series (2014)
      • AMD Radeon RX 400 series (2016)
      • Intel Gen10 series (limited) (2018)
    • VRAM: 4 GB
  • Recommended:
    • OS: Windows 10/11 or Linux
      • Development: 64-bit system
      • Runtime: 64-bit system
    • CPU: 6 cores or more
    • RAM: 32 GB
    • GPU:
      • NVIDIA GeForce RTX 2070 or faster
      • AMD Radeon RX 5700 or faster
    • VRAM: 8 GB or more

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