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uJavaScript

Discussion in 'Assets and Asset Store' started by PortlandSoftworks, Feb 19, 2022.

  1. PortlandSoftworks

    PortlandSoftworks

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    Last edited: Feb 19, 2022
  2. manurocker95

    manurocker95

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    Can you create scripts in runtime loaded by UI Text/TMP?
     
  3. PortlandSoftworks

    PortlandSoftworks

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    Yes. JS code from text strings or controls can be ran at runtime. There's an example of entering code from a TMP text area at runtime in the demo project.
     
  4. Faizalski

    Faizalski

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    Wow. Does this allow you to linkup/reference external js files? For example three.js
     
  5. PortlandSoftworks

    PortlandSoftworks

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    No, and I don't think uJS can run a JavaScript library that complex. uJS is not a full JavaScript implementation and also lacks some newer JavaScript features and objects. The documentation site has a feature matrix that covers what is implemented.
     
  6. Faizalski

    Faizalski

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    Cool. Thanks for the prompt answer.
     
  7. manurocker95

    manurocker95

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    Are classes allowed?

    upload_2022-2-25_23-4-41.png
     
  8. PortlandSoftworks

    PortlandSoftworks

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    Sorry, but class is not supported.
     
  9. manurocker95

    manurocker95

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    structs seem not be working either. These should be added to limitations. is it available for every platform or only desktop (as it's not documented either).

    upload_2022-2-26_12-1-32.png
     
  10. manurocker95

    manurocker95

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    Okay, it expected a comma there but it should not be required. Adding a comma to "Test" makes it to compile:

    upload_2022-2-26_12-5-8.png
     
  11. manurocker95

    manurocker95

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    And re-running gives one more error with JSObject.Plus:

    upload_2022-2-26_12-6-22.png
     
  12. PortlandSoftworks

    PortlandSoftworks

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    This should work, I'll add it to unit tests and do some debugging today.
     
  13. PortlandSoftworks

    PortlandSoftworks

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    That's a good point, thanks. I've only tested it on Windows so far.
     
  14. PortlandSoftworks

    PortlandSoftworks

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    So, C# reflection objects, "console" in this case, had a prototype and that was causing "this" to resolve incorrectly. I'll push out new builds after I do some more testing. Thanks for finding this bug.
     
  15. PortlandSoftworks

    PortlandSoftworks

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    The update is pending approval on the asset store and I've updated the demos. Thanks.
     
  16. PortlandSoftworks

    PortlandSoftworks

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    V1.0.1 Released
    • Added error message for 'class' keyword not supported.
    • Fixed bug with using 'this' in arguments to reflection object method calls.
     
  17. PortlandSoftworks

    PortlandSoftworks

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    V1.0.2 Released
    • Improved performance by about 8%.
    • Added list GameObjects by path function to the character controller console example.
    • Added create geometry primitives at runtime function to the character controller console example.
     
  18. PortlandSoftworks

    PortlandSoftworks

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    V1.0.3 Pending Release

    - Console function "inspect" now handles null argument correctly.
    - Another 6% performance gain in the interpreter.
    - Added behavior tree example that demos implementing scriptable UI tool elements such as JavaScript conditional and action nodes.
    - Reflected native types now have ToString properly called on comparisons with strings
    - Added EngineHowTo.rtf for basic usage of the JsEngine interpreter class.
    - Reflection access to static base class properties such as Instance in Singleton<T> now works correctly.
     
  19. PortlandSoftworks

    PortlandSoftworks

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    V1.0.4 Pending Release

    - Changed console inpect() function to display the results in a table format.
    - Added behavior tree overview document.
    - Fixed some bugs with created new behavior tree scritable objects. Also,
    these errors can cause Unity to put the BT editor in a open, but non-visible
    state. The only way I've found so far to close the hidden editor is to change
    the Unity editor layout (in the upper right drop down menu).
    - Added a sub-tree action node that calls a child BT scritable object. No
    debug display for the child tree yet though.
     
  20. PortlandSoftworks

    PortlandSoftworks

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  21. PortlandSoftworks

    PortlandSoftworks

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    V1.0.5 Released

    - DELETE OLD FILES BEFORE IMPORTING. Some files were moved to a new assembly
    (/Assets/PortlandSoftworks/PortlandFramwork) or renamed, so you will need to
    delete the old ones.
    - Sub-tree's are now displayed in the behavior tree editor at runtime.
    - Rewrote the lexical analyzer for reduced memory usage and a small performance
    improvement.
    - The lex changes and numerous code tweaks have improved the performance by
    another 5% or so.
    - Support code for enhancing the demos was added and tested.
    - The Visual Studio unit tests are available for download at:
    https://portlandsoft.works/articles/UnitTestsDownload.html
     
  22. PortlandSoftworks

    PortlandSoftworks

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  23. StevenPicard

    StevenPicard

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    Looks promising. Have you had a chance to look into all the devices this supports (Android, iOS, etc.)?
     
  24. PortlandSoftworks

    PortlandSoftworks

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    Thanks for taking a look. I haven't looked into mobile device builds yet, but there are some limitations with IL2CPP that would also affect mobile. Since IL2CPP only generates Unity and dot net API's if they are directly referenced by your project's code, the full API is not available through C# reflection and cannot be dynamically accessed through the JS interpreter. Accessing types in JS code are not referenced in C# causes "unknown type" errors in builds that are not present in development.
     
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