A library to allow writing Unity scripts in native code: C, C++, assembly.
This project aims to give you a viable alternative to C#. Scripting in C++ isn't right for all parts of every project, but now it's an option.
- Make scripting in C++ as easy as C#
- Low performance overhead
- Easy integration with any Unity project
- Fast compile, build, and code generation times
- Don't lose support from Unity Technologies
Changing one line of C# code requires you to make a new build of the game. Typical iOS build times tend to be at least 10 minutes because IL2CPP has to run and then Xcode has to compile a huge amount of C++.
By using C++, we can compile the game as a C++ plugin in about 1 second, swap the plugin into the Xcode project, and then immediately run the game. That's a huge productivity boost!
C++ compiles much more quickly than C#. Incremental builds when just one file changes-- the most common builds-- can be 15x faster than with C#. Faster compilation adds up over time to productivity gains. Quicker iteration times make it easier to stay in the "flow" of programming.
Unity's garbage collector is mandatory and has a lot of problems. It's slow, runs on the main thread, collects all garbage at once, fragments the heap, and never shrinks the heap. So your game will experience "frame hitches" and eventually you'll run out of memory and crash.
A significant amount of effort is required to work around the GC and the resulting code is difficult to maintain and slow. This includes techniques like object pools, which essentially make memory management manual. You've also got to avoid boxing value types like int
to to managed types like object
, not use foreach
loops in some situations, and various other gotchas.
C++ has no required garbage collector and features optional automatic memory management via "smart pointer" types like shared_ptr. It offers excellent alternatives to Unity's primitive garbage collector.
While using some .NET APIs will still involve garbage creation, the problem is contained to only those APIs rather than being a pervasive issue for all your code.
By using C++ directly, you gain complete control over the code the CPU will execute. It's much easier to generate optimal code with a C++ compiler than with a C# compiler, IL2CPP, and finally a C++ compiler. Cut out the middle-man and you can take advantage of compiler intrinsics or assembly to directly write machine code using powerful CPU features like SIMD and hardware AES encryption for massive performance gains.
C++ is a much larger language than C# and some developers will prefer having more tools at their disposal. Here are a few differences:
- Its template system is much more powerful than C# generics
- There are macros for extreme flexibility by generating code
- Cheap function pointers instead of heavyweight delegates
- No-overhead algorithms instead of LINQ
- Bit fields for easy memory savings
- Pointers and never-null references instead of just managed references
- Much more. C++ is huge.
While IL2CPP transforms C# into C++ already, it generates a lot of overhead. There are many surprises if you read through the generated C++. For example, there's overhead for any function using a static variable and an extra two pointers are stored at the beginning of every class. The same goes for all sorts of features such as sizeof()
, mandatory null checks, and so forth. Instead, you could write C++ directly and not need to work around IL2CPP.
C++ is the standard language for video games as well as many other fields. By programming in C++ you can more easily transfer your skills and code to and from non-Unity projects. For example, you can avoid lock-in by using the same language (C++) that you'd use in the Unreal or Lumberyard engines.
- Supports Windows, macOS, Linux, iOS, and Android (editor and standalone)
- Works with Unity 2017.x and 5.x
- Plays nice with other C# scripts- no need to use 100% C++
- Object-oriented API just like in C#
GameObject go;
Transform transform = go.GetTransform();
Vector3 position(1.0f, 2.0f, 3.0f);
transform.SetPosition(position);
- Hot reloading: change C++ without restarting the game
- Handle
MonoBehaviour
messages in C++
void MyScript::Start()
{
String message("MyScript has started");
Debug::Log(message);
}
- Platform-dependent compilation via the usual flags (e.g.
#if UNITY_EDITOR
) - CMake build system sets up any IDE project or command-line build
- Code generator exposes any C# API (Unity, .NET, custom DLLs) with a simple JSON config file and runs from a menu in the Unity editor. It supports a wide range of features:
- Class types
- Struct types
- Enumeration types
- Base classes
- Constructors
- Methods
- Fields
- Properties (getters and setters)
MonoBehaviour
classes with "message" functions likeUpdate
out
andref
parameters- Exceptions
- Overloaded operators
- Arrays (single- and multi-dimensional)
- Delegates
- Events
- Boxing and unboxing (e.g. boxing
int
toobject
, castingobject
toint
) - Implementing C# interfaces with C++ classes
- Deriving from C# classes with C++ classes
- Default parameters
Almost all projects will see a net performance win by reducing garbage collection, eliminating IL2CPP overhead, and access to compiler intrinsics and assembly. Calls from C++ into C# incur only a minor performance penalty. In the rare case that almost all of your code is calls to .NET APIs then you may experience a net performance loss.
Testing and benchmarks article
When scripting in C++, C# is used only as a "binding" layer so Unity can call C++ functions and C++ functions can call the Unity API. A code generator is used to generate most of these bindings according to the needs of your project.
All of your code, plus a few bindings, will exist in a single "native" C++ plugin. When you change your C++ code, you'll build this plugin and then play the game in the editor or in a deployed build (e.g. to an Android device). There won't be any C# code for Unity to compile unless you run the code generator, which is infrequent.
The standard C# workflow looks like this:
- Edit C# code in a C# IDE like MonoDevelop
- Switch to the Unity editor window
- Wait for the compile to finish (slow, "real" games take 5+ seconds)
- Run the game
With C++, the workflow looks like this:
- Edit C++ code in a C++ IDE like Xcode or Visual Studio
- Build the C++ plugin (extremely fast, often under 1 second)
- Switch to the Unity editor window. Nothing to compile.
- Run the game
- Download or clone this repo
- Copy everything in
Unity/Assets
directory to your Unity project'sAssets
directory - Copy the
Unity/CppSource
directory to your Unity project directory - Edit
NativeScriptTypes.json
and specify what parts of the Unity, .NET, and custom DLL APIs you want access to from C++. - Edit
Unity/CppSource/Game/Game.cpp
to create your game. Some example code is provided, but feel free to delete it. You can add more C++ source (.cpp
) and header (.h
) files here as your game grows.
- Install CMake version 3.6 or greater
- Create a directory for build files. Anywhere is fine.
- Open the Terminal app in
/Applications/Utilities
- Execute
cd /path/to/your/build/directory
- Execute
cmake -G MyGenerator -DCMAKE_TOOLCHAIN_FILE=/path/to/your/project/CppSource/iOS.cmake /path/to/your/project/CppSource
. ReplaceMyGenerator
with the generator of your choice. To see the options, executecmake --help
and look at the list at the bottom. Common choices include "Unix Makefiles" to build from command line or "Xcode" to use Apple's IDE. - The build scripts or IDE project files are now generated in your build directory
- Build as appropriate for your generator. For example, execute
make
if you choseUnix Makefiles
as your generator or openNativeScript.xcodeproj
and clickProduct > Build
if you chose Xcode.
- Install CMake version 3.6 or greater
- Create a directory for build files. Anywhere is fine.
- Open the Terminal app in
/Applications/Utilities
- Execute
cd /path/to/your/build/directory
- Execute
cmake -G "MyGenerator" -DEDITOR=TRUE /path/to/your/project/CppSource
. ReplaceMyGenerator
with the generator of your choice. To see the options, executecmake --help
and look at the list at the bottom. Common choices include "Unix Makefiles" to build from command line or "Xcode" to use Apple's IDE. Remove-DEDITOR=TRUE
for standalone builds. - The build scripts or IDE project files are now generated in your build directory
- Build as appropriate for your generator. For example, execute
make
if you choseUnix Makefiles
as your generator or openNativeScript.xcodeproj
and clickProduct > Build
if you chose Xcode.
- Install CMake version 3.6 or greater
- Create a directory for build files. Anywhere is fine.
- Open a Command Prompt by clicking the Start button, typing "Command Prompt", then clicking the app
- Execute
cd /path/to/your/build/directory
- Execute
cmake -G "Visual Studio VERSION YEAR Win64" -DEDITOR=TRUE /path/to/your/project/CppSource
. ReplaceVERSION
andYEAR
with the version of Visual Studio you want to use. To see the options, executecmake --help
and look at the list at the bottom. For example, use"
Visual Studio 15 2017 Win64for Visual Studio 2017. Any version, including Community, works just fine. Remove
-DEDITOR=TRUE` for standalone builds. - The project files are now generated in your build directory
- Open
NativeScript.sln
and clickBuild > Build Solution
.
- Install CMake version 3.6 or greater
- Create a directory for build files. Anywhere is fine.
- Open a terminal as appropriate for your Linux distribution
- Execute
cd /path/to/your/build/directory
- Execute
cmake -G "MyGenerator" -DEDITOR=TRUE /path/to/your/project/CppSource
. ReplaceMyGenerator
with the generator of your choice. To see the options, executecmake --help
and look at the list at the bottom. The most common choice is "Unix Makefiles" to build from command line, but there are IDE options too. Remove-DEDITOR=TRUE
for standalone builds. - The build scripts or IDE project files are now generated in your build directory
- Build as appropriate for your generator. For example, execute
make
if you choseUnix Makefiles
as your generator.
- Install CMake version 3.6 or greater
- Create a directory for build files. Anywhere is fine.
- Open a terminal (macOS, Linux) or Command Prompt (Windows)
- Execute
cd /path/to/your/build/directory
- Execute
cmake -G MyGenerator -DANDROID_NDK=/path/to/android/ndk /path/to/your/project/CppSource
. ReplaceMyGenerator
with the generator of your choice. To see the options, executecmake --help
and look at the list at the bottom. To make a build for any platform other than Android, omit the-DANDROID_NDK=/path/to/android/ndk
part. - The build scripts or IDE project files are now generated in your build directory
- Build as appropriate for your generator. For example, execute
make
if you choseUnix Makefiles
as your generator.
To run the code generator, choose NativeScript > Generate Bindings
from the Unity editor.
To configure the code generator, open NativeScriptTypes.json
and notice the existing examples. Add on to this file to expose more C# APIs from Unity, .NET, or custom DLLs to your C++ code.
Note that the code generator does not support (yet):
MonoBehaviour
contents (e.g. fields) except for "message" functionsArray
,string
, andobject
methods (e.g.GetHashCode
)- Non-null string default parameters and null non-string default parameters
- Implicit
params
parameter (a.k.a. "var args") passing decimal
- C# pointers
To update to a new version of this project, overwrite your Unity project's Assets/NativeScript
directory with this project's Unity/Assets/NativeScript
directory and re-run the code generator.
Articles by the author describing the development of this project.
Please feel free to fork and send pull requests or simply submit an issue for features or bug fixes.
All code is licensed MIT, which means it can usually be easily used in commercial and non-commercial applications.
All writing is licensed CC BY 4.0, which means it can be used as long as attribution is given.