base on PUER(普洱) Typescript. Let's write your game in UE or Unity with TypeScript. ![Logo](https://raw.githubusercontent.com/Tencent/puerts/refs/heads/master/doc/pic/puerts_logo.png) [![license](https://img.shields.io/badge/license-BSD_3_Clause-blue.svg)](https://github.com/Tencent/puerts/blob/master/LICENSE) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/Tencent/puerts/pulls) ![Unity_Test](https://github.com/Tencent/puerts/workflows/unity%20unittest/badge.svg) ## Unreal Releases [![unreal](https://img.shields.io/badge/unreal-v1.0.9-blue.svg)](https://github.com/Tencent/puerts/releases/tag/Unreal_v1.0.9) ## Unity Releases [![unity](https://img.shields.io/badge/unity-v3.0.1(latest)-blue.svg)](https://github.com/Tencent/puerts/releases/tag/Unity_v3.0.1) [![unity](https://img.shields.io/badge/unity-v2.2.3(lts)-blue.svg)](https://github.com/Tencent/puerts/releases/tag/Unity_v2.2.3) ## Nuget Releases [![Puerts.V8.Complete](https://img.shields.io/nuget/v/Puerts.V8.Complete.svg?label=Puerts.V8)](https://www.nuget.org/packages/Puerts.V8.Complete) [![Puerts.NodeJS.Complete](https://img.shields.io/nuget/v/Puerts.NodeJS.Complete.svg?label=Puerts.NodeJS)](https://www.nuget.org/packages/Puerts.NodeJS.Complete) [![Puerts.QuickJS.Complete](https://img.shields.io/nuget/v/Puerts.QuickJS.Complete.svg?label=Puerts.QuickJS)](https://www.nuget.org/packages/Puerts.QuickJS.Complete) [![Puerts.Lua.Complete](https://img.shields.io/nuget/v/Puerts.Lua.Complete.svg?label=Puerts.Lua)](https://www.nuget.org/packages/Puerts.Lua.Complete) [![Puerts.Python.Complete](https://img.shields.io/nuget/v/Puerts.Python.Complete.svg?label=Puerts.Python)](https://www.nuget.org/packages/Puerts.Python.Complete) [跳转中文](#what---普洱ts是什么) ## WHAT is PuerTS? `PuerTS` is a **multi-language scripting solution** for Unity/Unreal/DotNet. * 🌐 **Multi-Language Support (Unity 3.0 New!)**: JavaScript/TypeScript, **Lua**, and **Python** — use the language your team is most productive in, or even mix them in one project. *(Unreal currently supports JavaScript/TypeScript only.)* * 🚀 Provides high-performance script runtimes with seamless C#/C++ interop. * 📝 TypeScript declaration generation for type-safe access to host engine APIs. ## WHY should I use PuerTS? * **Choose your language (Unity)**: PuerTS 3.0 introduces a unified `ScriptEnv` architecture — write game logic in TypeScript, Lua, or Python with a consistent C# bridging API. No more one-size-fits-all. * **Massive ecosystem access**: leverage npm, LuaRocks, or PyPI packages alongside professional game engines to accelerate development. * **Type safety when you want it**: TypeScript's static type checking significantly improves code robustness, while Lua and Python offer rapid prototyping flexibility. * **High efficiency**: full-engine, cross-platform reflection calls — zero boilerplate for C++/C# interop. * **High performance**: static wrapper generation for performance-critical paths, across all supported languages. * **Talented WebGL Support**: massive advantage in performance and dev efficiency, even faster than pure C# in some cases. ## Quick Start (Unity) All three languages share the same `ScriptEnv` API — just swap the `Backend`: **JavaScript / TypeScript** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendV8()); env.Eval(@" const Vector3 = CS.UnityEngine.Vector3; const Debug = CS.UnityEngine.Debug; let pos = new Vector3(1, 2, 3); Debug.Log('Hello from JS! pos = ' + pos); "); env.Dispose(); } ``` **Lua** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendLua()); env.Eval(@" local CS = require('csharp') local Vector3 = CS.UnityEngine.Vector3 local Debug = CS.UnityEngine.Debug local pos = Vector3(1, 2, 3) Debug.Log('Hello from Lua! pos = ' .. pos:ToString()) "); env.Dispose(); } ``` **Python** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendPython()); env.Eval(@" exec(''' import UnityEngine.Vector3 as Vector3 import UnityEngine.Debug as Debug pos = Vector3(1.0, 2.0, 3.0) Debug.Log('Hello from Python! pos = ' + pos.ToString()) ''') "); env.Dispose(); } ``` > 💡 Three languages, one API surface. Each example creates a `Vector3`, then calls `Debug.Log` — real C# interop in just a few lines. ## HOW can I start to use PuerTS [Documentation](https://puerts.github.io/en) --- ## FAQ * [general faq](doc/faq.md) * [unreal faq](doc/unreal/en/faq.md) * [unity faq](doc/unity/en/faq.md) ## How to Install * [unreal](doc/unreal/en/install.md) * [unity](doc/unity/en/install.md) ### Changelog * [unreal](doc/unreal/en/changelog.md) * [unity](unity/Assets/core/upm/changelog.md) ### Known issues * [unreal](doc/unreal/en/bugs.md) * [unity](doc/unity/en/bugs.md) --- ## Select Script Backend PuerTS supports multiple script backends. For **JavaScript/TypeScript**, choose from V8, QuickJS, or Node.js. PuerTS 3.0 also adds **Lua** and **Python** as first-class backends. ### JavaScript Backends * V8 (default): Generally excellent performance, moderate code size, only includes the implementation of the ECMAScript specification, does not include Node.js API or browser API. * QuickJS: Performance is not as good as V8, does not support debugging, but has a small code size, suitable for scenarios where code size is critical. * Node.js: Supports Node.js API (OpenSSL-related APIs are not supported on Unreal Engine's mobile platform), but has a larger code size. | JS Backend | Node API | Performance | Code Size | Debugging | Notes | | --- | --- | --- | --- | --- | --- | | V8 | ❌ | `*****` | `***` | ✔️ | | | QuickJS | ❌ | `**` | `*` | ❌ | | | Node.js | ✔️ | `*****` | `*****` | ✔️ | OpenSSL may be disabled | ### Additional Language Backends (Unity 3.0 New!) > **Note**: Lua and Python backends are currently available for **Unity only**. Unreal Engine still supports JavaScript/TypeScript exclusively. | Backend | Language | Performance | Platform Support | Notes | | --- | --- | --- | --- | --- | | Lua | Lua 5.4 | `*****` | All platforms | Ideal for teams already using Lua | | Python | CPython | `***` | Desktop only | Great for AI/ML integration & tooling | ## Avaliable on these Engine * unreal engine 4.22 ~ latest * unity 5 ~ latest * Any .net project ## Available on these Platform PuerTS's core code supports all platforms supported by the game engines, but each script backend has its own platform requirements: | | Windows | Mac | Linux | Android | iOS | H5/Mini Games | | --- | --- | --- | --- | --- | --- | --- | | V8 | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Nodejs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Quickjs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Webgl | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | | Lua | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Python | ✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ | Note 1: Only V8, Nodejs, and Quickjs backends are available for Unreal. Unity supports all backends listed above. Note 2: Although the Webgl backend only supports H5/Mini Games, its scripts run in the native JS VM of the web environment, which typically delivers higher performance (e.g., JIT support in iOS Mini Games). It also provides first-class language benefits such as convenient debugging and profiling. Note 3: For JavaScript, different platforms can use different JS backends — e.g., V8 for mobile apps and Webgl for H5 — achieving full platform coverage with optimal performance. ## Ask for help [Github Discussion](https://github.com/Tencent/puerts/discussions) ------ ## WHAT - 普洱TS是什么? PuerTS 是 Unity/Unreal/Dotnet 下的**多语言脚本编程解决方案**。 * 🌐 **多语言支持(Unity 3.0 新特性!)**:JavaScript/TypeScript、**Lua**、**Python** 三大语言开箱即用——团队擅长什么就用什么,同一个项目里甚至可以混用。*(Unreal 目前仅支持 JavaScript/TypeScript。)* * 🚀 提供高性能脚本运行时,与 C#/C++ 无缝互操作。 * 📝 提供 TypeScript 声明文件生成能力,类型安全地访问宿主引擎 API。 ## WHY - 为什么我该用普洱TS? * **自由选择语言(Unity)**:PuerTS 3.0 引入了统一的 `ScriptEnv` 架构——用 TypeScript、Lua 或 Python 编写游戏逻辑,享受一致的 C# 桥接 API,不再被某一种脚本语言绑定。 * **海量生态随手可用**:npm、LuaRocks、PyPI 的海量包 + 专业游戏引擎的渲染能力,加速开发效率。 * **按需选择类型安全**:TypeScript 的静态类型检查显著提升代码健壮性;Lua 和 Python 则提供快速原型验证的灵活性。 * **高效**:全引擎,全平台支持反射调用,无需额外步骤即可与宿主 C++/C# 通信。 * **高性能**:全引擎,全平台支持生成静态调用桥梁,所有支持的语言都兼顾了高性能场景。 * **WebGL 平台天生优势**:相比其他脚本方案,PuerTS 在 WebGL 平台性能和效率上都有极大提升,极限情况甚至比纯 C# 更快。 ## 快速上手(Unity) 三种语言共享同一套 `ScriptEnv` API,只需切换 `Backend`: **JavaScript / TypeScript** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendV8()); env.Eval(@" const Vector3 = CS.UnityEngine.Vector3; const Debug = CS.UnityEngine.Debug; let pos = new Vector3(1, 2, 3); Debug.Log('Hello from JS! pos = ' + pos); "); env.Dispose(); } ``` **Lua** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendLua()); env.Eval(@" local CS = require('csharp') local Vector3 = CS.UnityEngine.Vector3 local Debug = CS.UnityEngine.Debug local pos = Vector3(1, 2, 3) Debug.Log('Hello from Lua! pos = ' .. pos:ToString()) "); env.Dispose(); } ``` **Python** ```csharp using Puerts; using UnityEngine; void Start() { var env = new ScriptEnv(new BackendPython()); env.Eval(@" exec(''' import UnityEngine.Vector3 as Vector3 import UnityEngine.Debug as Debug pos = Vector3(1.0, 2.0, 3.0) Debug.Log('Hello from Python! pos = ' + pos.ToString()) ''') "); env.Dispose(); } ``` > 💡 三种语言,同一套 API。每个示例都创建了一个 `Vector3`,然后调用 `Debug.Log` ——短短几行代码即可实现真正的 C# 互操作。 ## HOW - 我该怎么开始 * [官方文档](https://puerts.github.io) --- ## 常见问题 * [通用 faq](doc/faq.md) * [unreal faq](doc/unreal/zhcn/faq.md) * [unity faq](doc/unity/zhcn/faq.md) ## 最新版本安装 * [unreal](doc/unreal/zhcn/install.md) * [unity](doc/unity/zhcn/install.md) ### 改动日志 * [unreal](doc/unreal/zhcn/changelog.md) * [unity](unity/Assets/core/upm/changelog-hans.md) ### 已知问题与解决办法 * [unreal](doc/unreal/zhcn/bugs.md) * [unity](doc/unity/zhcn/bugs.md) --- ## 脚本后端选择 PuerTS 支持多种脚本后端。**JavaScript/TypeScript** 可选 V8、QuickJS、Node.js;3.0 新增 **Lua** 和 **Python** 作为一等公民后端。 ### JavaScript 后端 * V8(默认):综合比较优秀,高性能,代码体积适中,仅包含 ECMAScript 规范的实现,不包含 Node.js API、浏览器 API。 * QuickJS:性能不如 V8,不支持调试,但代码体积小,适用于包体大小敏感的场景。 * Node.js:支持 Node.js API(Unreal Engine 移动平台下不支持 OpenSSL 相关 API),代码体积较大。 | JS 后端 | Node API | 性能 | 代码体积 | 调试 | 补充 | | --- | --- | --- | --- | --- | --- | | V8 | ❌ | `*****` | `***` | ✔️ | | | QuickJS | ❌ | `**` | `*` | ❌ | | | Node.js | ✔️ | `*****` | `*****` | ✔️ | OpenSSL 可能被禁用 | ### 新增语言后端(Unity 3.0 新特性!) > **注意**:Lua 和 Python 后端目前**仅在 Unity 版本**中可用,Unreal Engine 仍仅支持 JavaScript/TypeScript。 | 后端 | 语言 | 性能 | 平台支持 | 补充 | | --- | --- | --- | --- | --- | | Lua | Lua 5.4 | `*****` | 全平台 | 适合已有 Lua 技术栈的团队 | | Python | CPython | `***` | 桌面平台 | 适合 AI/ML 集成与工具链开发 | ## 可用引擎 * unreal engine 4.22 ~ latest * unity 5 ~ latest * 任意.net环境 ## 可用平台 PuerTS的核心代码支持游戏引擎支持的所有平台,但每个脚本后端有其特有的平台要求: | | Window | Mac | Linux | Android | IOS | H5/小游戏| | --- | --- | --- | --- | --- | --- |--- | | V8 | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Nodejs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Quickjs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Webgl | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | | Lua | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Python | ✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ | 注1: Unreal下只有V8、Nodejs、Quickjs三种后端,Unity支持以上所有脚本后端 注2: Webgl后端虽然只支持H5/小游戏,但它的脚本是运行在web环境的原生js虚拟机里,通常性能更高(比如在ios小游戏环境里支持jit),也能享受first class语言诸如方便调试,profiler等好处 注3: 对于js,不同平台可以选不同的js脚本后端,比如app选v8,H5平台选Webgl实现全平台支持且性能最优 ## 技术支持 [Github Discussion](https://github.com/Tencent/puerts/discussions) QQ群:942696334 UE4专属群:689643903 ## 开发博客 [知乎专栏](https://www.zhihu.com/column/c_1355534112468402176) ", Assign "at most 3 tags" to the expected json: {"id":"5011","tags":[]} "only from the tags list I provide: []" returns me the "expected json"