Everything you need to get started using Lua in Unity3D. Indie & Pro compatible.
This template project implements NLua which drives either KopiLua (C# VM) or KeraLua (C VM wrapper). All three projects are licensed under the MIT. This project is licensed under the Boost Software Licence.
NLua works by interfacing with either KopiLua or KeraLua based on which preprocessor directive is defined:
USE_KOPILUA
- KopiLua is a pure C# implementation of the Lua VM.
USE_KERALUA
- KeraLua is an interop wrapper to the NLua fork
of the original C VM (The DLL should be placed in a Plugins\
folder in your project).
This option is only available to Unity Pro users, since loading native DLLs is disabled
in the indie version.
If you know you are only ever going to use one option over the other, you can delete the unused folder (Assets/KopiLua/ or Assets/KeraLua/) to save a little space.
You also need to define UNITY_3D
to suppress warnings about CLSC Attributes as
well as LUA_CORE
& CATCH_EXCEPTIONS
which are required by the VM.
Your Scripting Define Symbols list should end up looking something like:
UNITY_3D; USE_KOPILUA; LUA_CORE; CATCH_EXCEPTIONS
You may also notice other symbols used throughout NLua, none of these have yet been tested for compatibility.
How do I Instantiate new objects?
See the SpawnSphere example.
How do I run C# coroutines?
See this comment for details, essentially though you either have to call lua functions indriectily, or roll your own coroutine manager (not hugely difficult). Direct support for coroutines may be included in future releases.