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UniLua: A pure C# implementation of Lua 5.2 focus on compatibility with Unity3D

Discussion in 'Scripting' started by xebecnan, Jan 25, 2013.

  1. xebecnan

    xebecnan

    Joined:
    Jan 25, 2013
    Posts:
    1
    https://github.com/xebecnan/UniLua

    UniLua
    A pure C# implementation of Lua 5.2 focus on compatibility with Unity3D.
    Being used in commercial MMORPG game development.

    Instead of running script code on .NET VM, it runs a Lua VM. So it could load Lua code at runtime. This maybe helpful.

    Wish it could people who want to use Lua in Unity3D :)
     
    AnswerFinder likes this.
  2. raincole

    raincole

    Joined:
    Sep 14, 2012
    Posts:
    43
    Thank for your hard work! I'm looking for a way to use Lua in Unity for a while.
    I'm not familiar with how ffi works... but willing to contribute some work to make it more complete!
     
  3. Doireth

    Doireth

    Joined:
    Jul 3, 2012
    Posts:
    11
    This is great, thanks for all the effort. Since this is a pure C# implementation can I assume it works on Unity3d free? I know that pro allows for plugin support but I can't afford it yet.
     
  4. PabloJMartinez

    PabloJMartinez

    Joined:
    Feb 7, 2013
    Posts:
    21
    Nice !
     
    Last edited: May 7, 2014
  5. hdsenevi

    hdsenevi

    Joined:
    Jul 10, 2012
    Posts:
    9
    Hi guys,

    Does this work on iOS?

    I'm trying to find a way to update the contents of my app without updating to iTunes app store all the time. I'm was planing to do this using Asset bundles. I can't have executable code in asset bundles. And putting executable code inside DLL's won't work because Assembly.Load does not work on iOS (due to AOT nature of the system). So this might be a great fix. Will UniLua work for my problem.
     
  6. AnswerFinder

    AnswerFinder

    Joined:
    May 2, 2015
    Posts:
    4
    Please help! Who knows how to call
    Code (CSharp):
    1. var LuaScriptFile = "framework/main.lua";
    2. var status = Lua.L_DoFile( LuaScriptFile );
    for Android platform?
    I tried to load from StreamingAssets
    Code (CSharp):
    1. var status = Lua.L_DoFile ( Application.streamingAssetsPath + "/framework/main.lua" );
    but it does not work :(