tingwu.yang Posted October 15, 2015 Posted October 15, 2015 We used the latest version of Unigine 2.0. We launched a new project with launch_debug.bat, then we actived the console and input the "editor_load". But the console returned the unknown command "editor_load". So How to start the editor in Unigine 2.0 stable?
necris Posted October 15, 2015 Posted October 15, 2015 Hi,Editor is a standalone application from now on, so in order to edit a world (and use all editor_* commands) you need to open it with the editor binary.We also add ability to run samples and projects with UnigineEditor from Unigine Browser (the Edit Content button).
tingwu.yang Posted October 15, 2015 Author Posted October 15, 2015 Thanks, We have another question. If we want to use the editor in a Qt/C# application, do you have any solution to solve this? Hi,Editor is a standalone application from now on, so in order to edit a world (and use all editor_* commands) you need to open it with the editor binary.We also add ability to run samples and projects with UnigineEditor from Unigine Browser (the Edit Content button).
necris Posted October 15, 2015 Posted October 15, 2015 No, unfortunately you can't use Unigine editor in a Qt/C# application.You can edit your world in Unigine editor separately, and then open it in your application.
tingwu.yang Posted October 15, 2015 Author Posted October 15, 2015 Thanks for your reply. But I saw the key changes from 2.0 RC, one of the change is that UnigineEditor has been migrated to Qt widgets (native look and feel, faster). So what does this mean? Could you give us some more detail illustration? Thanks. No, unfortunately you can't use Unigine editor in a Qt/C# application.You can edit your world in Unigine editor separately, and then open it in your application.
necris Posted October 15, 2015 Posted October 15, 2015 Earlier our editor was implemented on UnigineScript. Now it is on Qt widgets and, in fact, is a part of QT application.
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