Framework
- Supported operating systems (both runtime and tools components):
- Windows 10 / 11 (64-bit)
- Linux (64-bit, including military-grade AstraLinux)
- 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
- Double precision of coordinates (64-bit per coordinate)
- Support for 3D ellipsoid model (WGS84, custom models)
- Support for both geo-coordinates and Cartesian system
- Large visibility distance up to 400 km
- 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 12
- DirectX 11
- Vulkan
- 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)
- Texture Editor (painting textures and masks right in the viewport)
- 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 abstract 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.)
- Motion blur
- Bloom
- Lens flares based on custom texture
- DoF (Depth of Field)
- Chromatic aberrations
- Vignette
- 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 detail caching
- Optimized for multi-core systems
- Texture compressor for raster data (up to 100:1 compression ratio)
- 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 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
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 6+)
- UnigineScript
- More than 12,000 of well-documented methods for each language
- Supported shader languages for full materials customization:
- HLSL
- GLSL
- UUSL
- Embeddable into multi-window applications, including the following toolkits:
- Qt
- WPF
- WinForms
- SDL
- Custom solutions
- 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 and Global Terrain
- Grass
- Particle systems
- Billboards
- Physicals (wind, force, noise, water, trigger)
- Decals (mesh, ortho, projected)
- 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
- Geodetic pivot
GUI
- UnigineUI (inside and outside of the viewport)
- Qt, WPF, and Windows Forms integration (external UI)
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 / Oculus Link wireless)
- HTC Vive / Vive Pro / Focus / Cosmos
- Varjo VR-1 / VR-2 / VR-3 / XR-3 (with extended mixed reality support)
- Windows Mixed Reality (WMR)-compatible
- OpenVR-compatible
Network
- Steam integration
- Low-level sockets access
- SSL (Secure Sockets Layer) connections support
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 of C# components to objects
- UI auto-generation for parameters
- Support for collaborative teamwork:
- Project layers
- VCS-friendly data formats
- Subversion (SVN) integration plugin
- 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)
- Sandworm
- Distributed terrain data processing
- Procedural refinement of content
- Support for multiple georeferenced sources
- Procedural generation of content (roads, buildings, etc.)
- Generates all types of terrains supported by the engine
- Support for online TMS (Mapbox, OSM) and offline data sources
- Improved support for various geospatial coordinate systems (latest GDAL integrated)
- Cloud-friendly headless generation mode, no additional software and licenses required
- 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
- CAD data: STL, BREP, STEP, IGES
- GIS data: GeoTIFF, OSM, DGN, Shapefile, DTED, GeoJSON, etc. (150+ raster and vector formats)
- 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
- Support for runtime data import & export
Samples
- Code samples in C++, C# and UnigineScript
- Airport, Industrial, and Countryside content libraries
- 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
Service
- Dedicated support manager for your company
- Direct technical support from the core engineering team
- Early access to beta and experimental versions
- Private helpdesk account
- Developer community forums
- Customization requests (on a contract basis)
- Technical training at your facilities or in the UNIGINE offices (on a contract basis)
- Procurement-friendly purchase process
System Requirements
- Minimal:
- OS: Windows 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
- OS: Windows 10/11 or Linux
- Recommended:
- OS: Windows 10/11 or Linux
- Development: 64-bit system
- Runtime: 32/64-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
- OS: Windows 10/11 or Linux
UNIGINE 2 Engineering: combining visual quality from the entertainment industry with large virtual worlds and enterprise features.
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