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Tool bar

Getting Started Scene Composer User Interface

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

Getting Started Scene Composer User Interface

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

Getting Started

  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

Controls and Behaviors Predefined Controls

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

Controls and Behaviors Predefined Controls

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

Controls and Behaviors Predefined Controls

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

Controls and Behaviors Predefined Controls

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

Solution Handling

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

Solution Handling

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

Getting Started

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

Controls and Behaviors Controls

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

Controls and Behaviors Controls

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

Getting Started

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

Courier Tutorials

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

Import of Resources

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

Controls and Behaviors Predefined Behaviors

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

Controls and Behaviors Predefined Behaviors

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

Courier Tutorials

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...