This page has been translated automatically.
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

UnigineScript Containers

The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

You can work with UnigineScript containers from C# side via Unigine API, that is, with:

See also#

An example can be found in <UnigineSDK>/source/csharp/samples/Api/Scripts/Arrays/ directory.

Container Export Example#

Unigine vectors and maps can be accessed via:

  • ArrayVector class and the ArrayVector.Get() function for vectors. The ArrayVector::get() C++ API function and the ArrayVector C++ API class have the same behavior.
  • ArrayMap class and the ArrayMap.Get() function for maps. The ArrayMap C++ API class and the ArrayMap::get() C++ API function have the same behavior.

C# Side#

Create setter and getter functions that receive Unigine containers and handle their elements. Then, export the created functions in order to use them in the script.

You should specify the array declaration as the last argument of the Function if your array functions receive an array as an argument.
Source code (C#)
The postfix of Function shows the number of arguments (up to 8 arguments) and the type of return value:
  • no postfix - void.
  • i - int.
  • d - double.
  • f - float.
  • s - string.
  • v - Unigine.Variable (the same class as the C++ API Unigine::Variable class).
Source code (C#)
using System;
using Unigine;

class UnigineApp {

	private static void my_array_vector_set(Variable id,Variable index,Variable val) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);

	private static Variable my_array_vector_get(Variable id,Variable index) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		return vector.Get(index.GetInt());

	private static void my_array_map_set(Variable id,Variable key,Variable val) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);

	private static Variable my_array_map_get(Variable id,Variable key) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);
		return map.Get(key);

	private static void my_array_vector_generate(Variable id) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		for(int i = 0; i < 4; i++) {
			vector.Append(new Variable(i * i));
		vector.Append(new Variable("128"));

	private static void my_array_map_generate(Variable id) {
		ArrayMap map = ArrayMap.Get(Interpreter.get(),id);
		for(int i = 0; i < 4; i++) {
			map.Append(new Variable(i * i),new Variable(i * i));
		map.Remove(new Variable(0));
		map.Append(new Variable(128),new Variable("128"));


	private static void my_array_vector_enumerate(Variable id) {
		ArrayVector vector = ArrayVector.Get(Interpreter.get(),id);
		for(int i = 0; i < vector.Size; i++) {
			Log.Message("{0}: {1}\n",i,vector.Get(i).TypeInfo);

	/* entry point
	static void Main(string[] args) {

		// export functions
		Interpreter.AddExternFunction("my_array_vector_set",new Interpreter.Function3(my_array_vector_set),"[]");
		Interpreter.AddExternFunction("my_array_vector_get",new Interpreter.Function2v(my_array_vector_get),"[]");
		Interpreter.AddExternFunction("my_array_map_set",new Interpreter.Function3(my_array_map_set),"[]");
		Interpreter.AddExternFunction("my_array_map_get",new Interpreter.Function2v(my_array_map_get),"[]");
		Interpreter.AddExternFunction("my_array_vector_generate",new Interpreter.Function1(my_array_vector_generate),"[]");
		Interpreter.AddExternFunction("my_array_map_generate",new Interpreter.Function1(my_array_map_generate),"[]");
		Interpreter.AddExternFunction("my_array_vector_enumerate",new Interpreter.Function1(my_array_vector_enumerate),"[]");
		// init engine
		Engine engine = Engine.Init(Engine.VERSION,args);
		// enter main loop
		// shutdown engine

Access from Script#

And here is how the exported custom functions can be used back in UnigineScript:

Source code (UnigineScript)
// array.cpp

int init() {
	log.warning("\naccess to vector\n\n");
	int vector[] = ( 0, 1 );
	for(int i = 0; i < 2; i++) {
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
	log.warning("\naccess to map\n\n");
	int map[] = ( 0 : 0, 1 : 1 );
	for(int i = 0; i < 2; i++) {
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
	log.warning("\nvector generation\n\n");
	foreachkey(int i; vector) {
		log.message("vector %d: %s\n",i,typeinfo(vector[i]));
	log.warning("\nmap generation\n\n");
	foreachkey(int i; map) {
		log.message("map %d: %s\n",i,typeinfo(map[i]));
	log.warning("\nvector enumeration\n\n");
	// show console
	return 1;


The following result will be printed into the console:

access to vector

vector 0: int: 0
vector 0: string: "0"
vector 1: int: 1
vector 1: string: "1"

access to map

map 0: int: 0
map 0: string: "0"
map 1: int: 1
map 1: string: "1"

vector generation

vector 0: int: 1
vector 1: int: 4
vector 2: int: 9
vector 3: string: "128"

map generation

map 1: int: 1
map 4: int: 4
map 9: int: 9
map 128: string: "128"

vector enumeration

0: int: 1
1: int: 4
2: int: 9
3: string: "128"
Last update: 2020-07-31
Build: ()