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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Variable Export

Warning
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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

To use variables from your C# code in UnigineScript, you need to export them. After that, they will be available on the script side.

  • External variables are read-only.

See also#

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

Variable Export Example#

Let's say, you declared a number of variables on C# side. To export them, you will need to do the following:

  1. Register the variable via Unigine.Interpreter.addExternVariable() (the same as the C++ API Unigine::Interpreter::addExternVariable() function.
Source code (C#)
using System;
using Unigine;

class UnigineApp {
	
	/*
	 */
	[STAThread]
	static void Main(string[] args) {

		// export a variable and specify a name to access it from Unigine scripts
		Interpreter.AddExternVariable("my_variable_int",13);
		Interpreter.AddExternVariable("my_variable_float",13.17f);
		Interpreter.AddExternVariable("my_variable_double",13.17);
		Interpreter.AddExternVariable("my_variable_string","13.17s");
		Interpreter.AddExternVariable("my_variable_vec3",new Variable(new vec3(13.0f,17.0f,137.0f)));
		Interpreter.AddExternVariable("my_variable_vec4",new Variable(new vec4(13.0f,17.0f,137.0f,173.0f)));

		// init engine
		Engine engine = Engine.Init(Engine.VERSION,args);
		
		// enter main loop
		engine.Main();
		
		// shutdown engine
		Engine.Shutdown();
	}
}

Access from Scripts#

After the registration, you can access variables from a script by their registered names:

Source code (UnigineScript)
// variables.cpp

int init() {

	log.message("\n");
	
	log.warning("int:      %s\n",typeinfo(my_variable_int));
	log.warning("float:    %s\n",typeinfo(my_variable_float));
	log.warning("double:   %s\n",typeinfo(my_variable_double));
	log.warning("string:   %s\n",typeinfo(my_variable_string));
	log.warning("variable: %s\n",typeinfo(my_variable_vec3));
	log.warning("variable: %s\n",typeinfo(my_variable_vec4));
	
	// show console
	engine.console.setActivity(1);
	
	return 1;
}

Output#

The following results will be printed into the console after launching the application:

Output
int:		int: 13
float:		float: 13.17
double:		double: 13.17
string:		string: "13.17s"
variable: 	vec3: 13 17 137
variable: 	vec4: 13 17 137 173
Last update: 2023-12-19
Build: ()