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Tool bar
The toolbar is lined with icons for frequently used operations. Each number in the image below corresponds to the below icon descriptions. Create a new solution Opne an existing solution Save solution... Open asset library generator dialog... Open ...
Panel
The Scene Composer user interface is composed of parts called panels. This page describes each panel, for which corresponding explanations can be found below. This page is explained according to the default layout for convenience. 1. Solution Explorer/Im...
Scene Composer main features Overview
This section provides an overview of the Scene Composer main features and links to pages describing their general use. 1 Solution GUI creation in Scene Composer is managed in units called "solutions”. Therefore, to use Scene Composer, you must fi...
Diagnostic
FPS Display The FPS Display Control provides a Text Node that displays the currently rendered frames per second, which allows to benchmark running applications. Properties Property Name Type Description Render Target RenderTargetType The rend...
Mixed Reality
VideoStream A control that makes it possible to render a video source into a texture. Properties Property Name Type Description Video Source String URI to video resource (e.g. path to file or URL). Please also see example strings below. ...
Charts
BarGraph Bar Graph Control is The Control that graphically displays some value depending on the length of the Bar. This is useful for visually comparing multiple values. You can set up to multiple bars on a graph. In addition, can also set a bar width, bar co...
Particle Emitters
PointSpriteEmitter The PointSpriteEmitter offers an easy "out of the box" way to create a Particle Effect. As the name suggests, the appearance of a particle is similar to a Candera::PointSprite For functionality please refer to 3D Effects Solution. Prop...
Output
The Output panel can be shown by selecting [ View > Output > Output ] in the menu bar. The Output panel displays all trace information about Scene Composer. When a message is displayed in the output panel, a context menu is displayed by right-clicking on...
Text Size Report
The Text Size Report is a tool that can be used to ensure that the texts and their translations fit their desired sizes. The Text Size Report renders scenes in different cultures and reports any sizing issues the text might have inside of the Text Size Report ...
64-bit support Scene Composer
Since CGI3.13, Scene Composer has become a 64-bit support application. As a result, the following benefits are expected when compared to the 32-bit Scene Composer Enables creation of complex, large-scale HMI solutions that exceed 32-bit memory limitations ...
List Control - Snapping Mechanism
Snap List Item Extension The Snap List Item Extension Behavior is a Control > Scroll Behavior that allows to configure a snapping mechanism for a List Control. To use this snapping mechanism, drag and drop a Snap List Item Extension behavior onto a List contr...
Breadcrumb - StateMachine Workflow
Breadcrumb is not a standalone control, it does not trigger internally any scene transitions so it should be always connected with external state machine. For that purpose, breadcrumb property State Machine Node should be set to a node that contains a State Ma...
Patch installation procedure
After downloading the patch executable from bitbox or from the download link provided you can start the patch installation by running the installer. When you run the installer, you will be asked if you want to apply the patch if this installer has your p...
Courier Editor
Overview This page describes how to use CourierEditor.CourierEditor is an editor for editing XML files required for Courier. This page mainly explains how to create a data binding source. A data binding source can have multiple data binding items. The created...
Skinning
Since CGI 3.14, skinning animations can be played by importing skinning FBX or glTF files. However, the following limitations exist. The maximum number of joints associated with each vertex is 4. If the number of joints associated with a skinning mesh is 1...
Particle
Particle Emitter Emits Particles when attached to a Node with a Bounding Box. The Appearance of the Node will be used for the Particles and needs to be configured as specified in the Documentation. This behavior is available for 3D scenes only. Emitter Sett...
Set Uniform
Set Uniform Sets the value of a specified uniform using the received input on a shader associated with a given node (NodeWithShader). The input value can be received from a value behavior. This behavior is available for 3D scenes only. Common Properties ...
Examples of using Data binding
This page shows how to create a data binding source using Courier Editor and how to configure data binding using Scene Composer. This tutorial will be based on an Industrial solution template. Creating a Data binding source Open Scene Composer and choose...