WARNING: This does not work with Godot 4, since it relies on GDNative, a Godot 3 only technology.
To use Lua as a scripting language in Godot 4, use Lua GDExtension instead.
GDNative + PluginScript library that adds support for Lua as a scripting language in Godot 3.
Being a GDNative library, recompiling the engine is not required, so anyone
with a built release copied to their project can use it.
Being a PluginScript language, Lua can seamlessly communicate with scripts
written in GDScript / C# / Visual Script and vice-versa.
Since the Godot object model is dynamic at runtime, any Godot objects'
properties/methods can be accessed from Lua, including singletons like OS,
ClassDB and custom singleton nodes.
This way, one can use the language that best suits the implementation for each
script and all of them can understand each other.
This plugin is available in the Asset Library as Lua PluginScript.
For some usage examples, check out plugin/lua_repl.lua and plugin/export_plugin.lua.
Currently, only LuaJIT is supported, since the implementation is based on its FFI library.
Either:
- In Godot Editor, open the Asset Library tab, search for the Lua PluginScript asset, download and install it.
- Put a built release of the library into the project folder and restart Godot.
Make sure the
lua_pluginscript.gdnlibfile is located at theres://addons/godot-lua-pluginscriptfolder. - Clone this repository as the project's
res://addons/godot-lua-pluginscriptfolder and build for the desired platforms.
- From GDScript to Lua
- Lua-specific API reference
- Configuring
- Editor plugin (REPL and minify on release export)
- Using LuaRocks
- Known limitations
- Building
- Changelog
- Provide support for Lua as a scripting language in Godot in a way that does not require compiling the engine from scratch
- Be able to seamlessly communicate with any other language supported by Godot, like GDScript, Visual Script and C#, in an idiomatic way. This includes being able to dynamically access any Godot object's properties and methods using Lua's index/method notation
- Have automatic global access to Godot's singleton objects and custom singleton nodes
- Simple script description interface that doesn't need
requireing anything - Support for LuaJIT and Lua 5.2+
- Support paths relative to
res://*and exported game/app executable path forrequireing Lua modules - Have a simple build process, where anyone with the cloned source code and installed build system + toolchain can build the project in a single step
- Provide calls to core Godot classes' methods via native method bindings
- Support multithreading on the Lua side
- Designing Godot Lua PluginScript
- Implementing the library's skeleton
- Integrating LuaJIT and FFI
- Initializing and finalizing scripts (TODO)
This is an example of how a Lua script looks like.
-- Class definitions are regular Lua tables, to be returned from the scriptlocalMyClass= {}
-- Optional: set class as tool, defaults to falseMyClass.is_tool=true-- Optional: set base class by name, defaults to 'Reference'MyClass.extends=Node-- Optional: give your class a nameMyClass.class_name='MyClass'-- Declare signalsMyClass.something_happened=signal()
MyClass.something_happened_with_args=signal("arg1", "arg2")
-- Values defined in table are registered as properties of the class-- By default, properties are not exported to the editorMyClass.some_prop=42-- The `property` function adds metadata to defined properties,-- like setter and getter functionsMyClass.some_prop_with_details=property {
-- ["default_value"] or ["default"] or [1] = property default value5,
-- ["type"] or [2] = variant type, optional, inferred from default value-- All Godot variant type names are defined globally as written in-- GDScript, like bool, int, float, String, Array, Vector2, etc...-- Notice that Lua <= 5.2 does not differentiate integers from float-- numbers, so we should always specify `int` where appropriate-- or use `int(5)` in the default value insteadtype=int,
-- ["get"] or ["getter"] = getter function or method name, optionalget=function(self)
returnself.some_prop_with_detailsend,
-- ["set"] or ["setter"] = setter function or method name, optionalset='set_some_prop_with_details',
-- ["usage"] = property usage, from `enum godot_property_usage_flags`-- optional, default to `PropertyUsage.NOEDITOR`usage=PropertyUsage.NOEDITOR,
-- ["hint"] = property hint, from `enum godot_property_hint`-- optional, default to `PropertyHint.NONE`hint=PropertyHint.RANGE,
-- ["hint_string"] = property hint text, only required for some hintshint_string='1,10',
-- ["rset_mode"] = property remote set mode, from `enum godot_method_rpc_mode`-- optional, default to `RPCMode.DISABLED`rset_mode=RPCMode.MASTER,
}
-- The `export` function is an alias for `property` that always exports-- properties to the editorMyClass.exported_prop=export { "This property appears in the editor" }
MyClass.another_exported_prop=export {
[[This one also appears in the editor,now with a multiline TextArea for edition]],
hint=PropertyHint.MULTILINE_TEXT,
}
-- Functions defined in table are public methodsfunctionMyClass:_ready() -- `function t:f(...)` is an alias for `function t.f(self, ...)`-- Singletons are available globallylocalos_name=OS:get_name()
print("MyClass instance is ready! Running on a " ..os_name.." system")
-- There is no `onready` keyword like in GDScript-- Just get the needed values on `_ready` method-- Also, Lua doesn't have the `$child_node` syntax, use `get_node` insteadself.some_grandchild_node=self:get_node("some/grandchild_node")
endfunctionMyClass:set_some_prop_with_details(value)
self.some_prop_with_details=value-- Indexing `self` with keys undefined in script will search base-- class for methods and propertiesself:emit_signal("something_happened_with_args", "some_prop_with_details", value)
endfunctionMyClass:get_some_prop_doubled()
returnself.some_prop*2end-- In the end, table with class declaration must be returned from scriptreturnMyClass- LuaJIT support
- Lua 5.2+ support
- Useful definitions for all GDNative objects, with methods and metamethods
- A
yieldfunction similar to GDScript's, to resume after a signal is emitted (GD.yield) - Working PluginScript language definition
- PluginScript script validation and template source code
- PluginScript code editor callbacks
- PluginScript debug callbacks
- PluginScript profiling callbacks
- Package searcher for Lua and C modules that work with paths relative to
the
res://folder and/or exported games' executable path - Lua REPL
- API documentation
- Unit tests
- Example projects
- Export plugin to minify Lua scripts
- Drop-in binary release in GitHub
- Submit to Asset Library
This project uses the following software:
- godot-headers: headers for GDNative, distributed under the MIT license
- LuaJIT: Just-In-Time Compiler (JIT) for the Lua programming language, distributed under the MIT license
- High Level GDNative (HGDN): higher level GDNative API header, released to the Public Domain
- LuaSrcDiet: compresses Lua source code by removing unnecessary characters, distributed under the MIT license
- LuaUnit: unit-testing framework for Lua, distributed under the BSD license
- debugger.lua: dependency free, single file embeddable debugger for Lua, distributed under the MIT license