K.Wagrez Posted September 17, 2025 Posted September 17, 2025 (edited) Hello, I have started the process of mgirating our codebase to Unigine 2.19.1. While the documentation is helpful for C++ API, I wonder about the Unigine Script API. Are the Unigine Script API and the C++ identical ? I have something like 60k lines of Unigine Script. Right now the advised method internally is to launch the editor, open our worlds and see what crashes. Is there any way to efficiently check the migration changes in the Unigine Scripts ? I haven't seen the upgrade scripts modify our unigine scripts. PS: It's from 2.18 to 2.19.1, for now. Thanks in advance Edited September 17, 2025 by K.Wagrez
silent Posted September 17, 2025 Posted September 17, 2025 Hi Kevin, Quote I haven't seen the upgrade scripts modify our unigine scripts. There is no migration scripts that affects the user code changes (neither C++ / C# or USC). Quote Right now the advised method internally is to launch the editor, open our worlds and see what crashes. I think that's the only available option you have with USC. You run world, check the errors, do the world_reload command after fixing and so on. Quote I wonder about the Unigine Script API. Are the Unigine Script API and the C++ identical ? At least that was our goal at the first place, naming should match between the two languages (in the majority of cases). Thanks! 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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