Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Repository files navigation


Brings C# scripting into Unity which acts as native code.
Documentation/Web Playground

Overview

varsrc=@"class PlayerMovement : MonoBehaviour { public void MoveForward() { transform.position += new Vector3(0, 0, 1); }}";varscript=CScript.CreateRunner(src);dynamicmove=script.Override("PlayerMovement",this).AsDynamic();move.MoveForward();

Yet Another C# Scripting Engine

Other C# scripts use mcs or roslyn. They're all compiler based not an interpreter
however UniScript uses a SlowSharp as a backend
which enables....

  • Sandboxing : Can prevent malicious call with Whitelist, Blacklist or your own rules.
  • Fully compatible with iOS, WebAssembly and WSA : iOS is a huge market you can't abandon.
  • Execution timeout to prevent infinite loops : More safety on user created mods!

Supports Unity's native messages

Unity messages will be fired automatically, same as Native C#.

classMoveForward:UniScriptBehaviour{publicvoidUpdate(){transform.position+=newVector3(0,0,1);}publicvoidOnEnable(){}publicvoidOnDisable(){}}

One only difference is all callbacks should be declared as public.

True Hot Reloading

Allows you to replace methods after parsing. This also affects already instantiated objects.

varr=CScript.CreateRunner(@"class Foo { public int GiveMeNumber() => 10; }");varfoo=r.Instantiate("Foo");// should be 10foo.Invoke("GiveMeNumber");
ss.UpdateMethodsOnly(@"class Foo { public int GiveMeNumber() => 20; }");// should be 20foo.Invoke("GiveMeNumber");

Runtime Debugging

LICENSE

It doesn't have clear license at this moment, becuase this is very early stage of development and I'm not yet determined to sell this product or not.
So just keep below lines.

  • Non-Commercial/Commercial use are allowed.
  • Sourcecode redistribution with chainging its name is not allowed.

However, SlowSharp has its own license and you may publish code with some modifications.

About

Bring C# scripting into Unity which acts as native code.

Topics

Resources

Stars

159 stars

Watchers

12 watching

Forks

Releases

Packages

Contributors

Languages