Dear unity3d beta & experimental scripting team. One of my interests is computational linguistics, more precisely - conversion of simple natural-language (english) phrases into unity3d game engine commands... There are various programs (including open-source / c#) which can analyze English phrases or even sentences - for natural language translation or for coversion of analized text into audio-visual sequences. What I 'ld really to see one day in Unite3d is a feature to include scripting in natural language. Of course that is not possible for most sentences. But what is possible is: to add certain functions into Unity3d which should have syntax similar to natural language. What do I mean? Say, I have a Unity3d project, which I use as a basis for my 3d games. In this project I have input fields: I just type a name of subject (say, some Lego-style humanoid-biped - that's universal), and its action (say, there are around 2500+ free animations for such bipeds - from carnegie-mellon university). These are two fields. But what I want is to write such script not in input fileds (thus unity3d knows, what is subject, and what is action of this subject-actor), but as a script inside c# file (or a file of other filetype - some higher level language). What I want to achieve is that functions should look not like this: Public void Action (Transform actor, animationName anim) But such function should ideally look like this: Actor acts. I suggest omitting keywords like public, void, omit brackets and "," (comma), and omit even types of data/variables - they should be guessed automatically in a way, just like it is done programs which translate text from one language to another (like Google Translate) or it should be done in a way as it is done in programs which convert text to audio-visual sequences (with text-to-speech for audio). What i'ld like to achieve is that it could be great if simple scenarios which are human-readable (look like real English sentences or more probabaly - as simple English NounVerb (NV) phrases - or other sentences of such kind - combinations of parts of speech) would be understandable/parsable by Unity3d. If such texts are included inside C# files, then fields of such sentences are to be marked : before such code block and after that should some tags like in html, say <Phrases> Actor acts3 Actor2 acts6 </phrases> Or like that. So thus certain parts of c# script-files should include such fields, should be able to read / parse such fields... In this way, programming would become easier and faster. Of course, each 3d-object has its unique id/number, but if each such 3d model, including one which can play animations, if such 3d-meshes can be applied Named by "tags" or names (in fact, UNITY3D already has names for each object in scene editor) - in unique way, this would allow to precisely tell the engine which actor should act. Similarly, if each animation would have a unique identifier, then it can be used in such <phrases> .. </phrases> code block for easy programming... I think, this would be a good feature to consider adding into Unity3d script editor (3d scene view should also check that each 3d model/mesh should have unique name)... if you agreethat this is good idea, then additional phrases support should be added to unity3d. - NVN (say, "a samurai", "goes to", "a troll") - Noun+Verb+Noun2... - AdjN ("green", "tree") - Adjective+Noun. adjective should act as material/Texture - NPN ("an apple", "is on", "a table") - Noun+Preposition+Noun2 Etc etc That's a good idea, yes?