UdonSharp is a compiler that compiles C# to Udon assembly. UdonSharp is not currently conformant to any version of the C# language specification, so there are many things that are not implemented or will not work. If you want to learn C#, I don't recommend you use UdonSharp for learning as it is right now, since there may be language features tutorials assume exist that don't yet exist in U#.
This compiler is in an early state and I have no prior experience making compilers. There has been very little work done on optimizations. Despite that, programs compiled by this generally perform similarly to their graph-compiled counterparts. Though due to how Udon currently handles copying structs, UdonSharp scripts can generate more garbage than the graph counterparts at the moment.
- UdonSharp is currently at feature parity with the Udon graph as far as I am aware. Please message me or make an issue if you find something that should be supported, but is not.
- Automatic property and field accessor handling for getting and setting
- Flow control
- Supports:
if
else
while
for
do
foreach
switch
return
break
continue
ternary operator (condition ? true : false)
??
goto
is not currently supported: https://xkcd.com/292/ I may add it in the future anyways
- Supports:
- Extern method overload resolution with support for default arguments and
params
argument lists - Implicit and explicit type conversions
- Arrays and array indexers
- All builtin arithmetic operators
- Conditional short circuiting
(true || CheckIfTrue())
will not execute CheckIfTrue() typeof()
- Extern methods with out or ref parameters (such as many variants of
Physics.Raycast()
) - User defined methods with parameters and return values. (This does not currently support method overloads, default parameter values, or
ref
/params
parameters) - User defined properties
- Unity/Udon event callbacks with arguments. For instance, registering a OnPlayerJoined event with a VRCPlayerApi argument is valid.
- String interpolation
- Field initializers
- Jagged arrays
- Referencing other custom classes, accessing fields, and calling methods on them
- Recursive method calls are supported via the
[RecursiveMethod]
attribute
- For the best experience making UdonSharp scripts, make your scripts inherit from
UdonSharpBehaviour
instead ofMonoBehaviour
Instantiate()
uses a method namedVRCInstantiate()
currently since VRC handles instantiate differently.- If you need to call
GetComponent<UdonBehaviour>()
you will need to use(UdonBehaviour)GetComponent(typeof(UdonBehaviour))
at the moment since the generic get component is not exposed for UdonBehaviour yet. GetComponent() works for other Unity component types though. - Udon currently only supports array
[]
collections and by extension UdonSharp only supports arrays at the moment. It looks like they might supportList<T>
at some point, but it is not there yet. - Field initilizers are evaluated at compile time, if you have any init logic that depends on other objects in the scene you should use Start for this.
- Use the
UdonSynced
attribute on fields that you want to sync. - Numeric casts are checked for overflow due to UdonVM limitations
- The internal type of variables returned by
.GetType()
will not always match what you may expect since U# abstracts some types in order to make them work in Udon. For instance, any jagged array type will return a type ofobject[]
instead of something likeint[][]
for a 2D int jagged array.
- Mutating methods on structs do not modify the struct (this can be seen on things like calling Normalize() on a Vector3) https://vrchat.canny.io/vrchat-udon-closed-alpha-bugs/p/raysetorigin-and-raysetdirection-not-working
- Instantiated objects will lose their UdonBehaviours when instantiated from a prefab and cannot be interacted with/triggered https://vrchat.canny.io/vrchat-udon-closed-alpha-bugs/p/interactive-objects-break-after-being-clonedinstanciated-on-live-worlds
- Unity 2018.4.20f1
- VRCSDK3 + UdonSDK
- The latest release of UdonSharp
- Read the getting started with Udon doc page https://docs.vrchat.com/docs/getting-started-with-udon this has basic installation instructions for Udon.
- Install the latest version of the VRCSDK3 linked on the getting started.
- Get the latest release of UdonSharp from here and install it to your project.
- Make a new object in your scene
- Add an
Udon Behaviour
component to your object - Below the "New Program" button click the dropdown and select "Udon C# Program Asset"
- Now click the New Program button, this will create a new UdonSharp program asset for you
- Click the Create Script button and choose a save destination and name for the script.
- This will create a template script that's ready for you to start working on, open the script in your editor of choice and start programming
Instead of creating assets from an UdonBehaviour you can also do the following:
- Right-click in your project asset explorer
- Navigate to Create > U# script
- Click U# script, this will open a create file dialog
- Choose a name for your script and click Save
- This will create a .cs script file and an UdonSharp program asset that's set up for the script in the same directory
This rotates the object that it's attached to by 90 degrees every second
using UnityEngine;
using UdonSharp;
public class RotatingCubeBehaviour : UdonSharpBehaviour
{
private void Update()
{
transform.Rotate(Vector3.up, 90f * Time.deltaTime);
}
}
For more example scripts take a look at the wiki page for examples, the Examples folder included with U#, or the community resources page on the wiki.
Toocanzs - Implementing field initializers and helping with miscellaneous things
PhaxeNor - Help with wiki and documentation
bd_ - Significant optimizations to compiled code
mika-f - Implementation of user defined property support
UdonPie Compiler - For demonstrating how straightforward it can be to write a compiler for Udon