Publisher | Molecular Jig Games |
---|---|
File size | 2.66MB |
Number of files | 156 |
Latest version | 1 |
Latest release date | 2016-04-11 05:45:22 |
First release date | 2014-10-07 10:05:39 |
Supported Unity versions | 2018.4.2 or higher |
Write games and prototypes up to 10 times faster!
JigScript is an extensible scripting language written to make programming in Unity more straightforward and efficient. You want to try JigScript for these reasons: Organization, speed and state based scripting.
1. Organization.
JigScript makes binding, organizing and creating a code base for your game play simple to do in Unity. JigScript automatically imports your game objects as variables when you enter play mode! Even hidden game objects in your scene are made available as variables! No need to create a public variable and manually drag and drop the game object in the inspector.
2. Speed.
JigScript allows you to code while in Unity’s play mode and compiles each time you save the .txt, so you see your changes immediately in your game window. For example, GUI creation is extremely fast, as you GUI can be edited and skinned while in Play mode, like your game itself. While in Mono develop, if you make a change to your JigScript script, then alt tab back to the Unity IDE you will immediately see the results of your changes. You can create Buttons, Lists, Labels, Toggle Buttons (Check Boxes) as needed while in play mode and see the results immediately. Even better, GUI controls are bound automatically to your script and can be accessed in when statements: when(mybutton.clicked == true) { print(“buttonClicked”); }.
3. State based event scripting.
Coding in JigScript will let you take advantage of the when () statement that we developed new for JigScript. The when () statement lets you create list of commands that occur on state changes. The list of commands you create in your JigScript will play well with your game’s update loop and other C# and Javascripts.
The when(condition) { code } statement allows you to create event driven programs. For example, when(score % 10000 == 1) { lives++; } is all the code that is needed to add a life to the player when the score increases by 10000. JigScript compiles your scripts to byte code using Just In Time technology, so your code runs fast. In some cases compiled jig script code can even out perform CLR code because of the load balancing and parallel execution provided by the run time engine.
Like the when statement, JigScript programs can contain timed update(time) { } statement blocks that are called periodically. These also run in parallel.
If you are familiar with C, C++, JavaScript or C# you will immediately feel comfortable with JigScript. Additionally, JigScript is embeddable in your game like LUA, but has been written to take advantage of the Unity environment. You can extend JigScript with your own functions written in C#. In fact, the standard function library that comes with JigScript was written in this manner.
We are writing more fuctions for JigScript everyday. You can find them in our Forum. Want to know if JigScript is right for your project? Have a request? Forum.JigScript.com. We would love to hear from you. We appreciate your reviewing JigScript for us here and providing feedback on our forum. Thank you! Our next big update will include an ExtensionMaker that will make it even easier to adapt JigScript to any other Unity plugin. Forum page on plugins.
Does not require Unity Pro and is easily integrated into an established project.
Take a look at the manual at MolecularJig.com Forum.JigScript.com. JigScript Video! .
JigScript is an extensible scripting language written to make programming in Unity more straightforward and efficient. You want to try JigScript for these reasons: Organization, speed and state based scripting.
1. Organization.
JigScript makes binding, organizing and creating a code base for your game play simple to do in Unity. JigScript automatically imports your game objects as variables when you enter play mode! Even hidden game objects in your scene are made available as variables! No need to create a public variable and manually drag and drop the game object in the inspector.
2. Speed.
JigScript allows you to code while in Unity’s play mode and compiles each time you save the .txt, so you see your changes immediately in your game window. For example, GUI creation is extremely fast, as you GUI can be edited and skinned while in Play mode, like your game itself. While in Mono develop, if you make a change to your JigScript script, then alt tab back to the Unity IDE you will immediately see the results of your changes. You can create Buttons, Lists, Labels, Toggle Buttons (Check Boxes) as needed while in play mode and see the results immediately. Even better, GUI controls are bound automatically to your script and can be accessed in when statements: when(mybutton.clicked == true) { print(“buttonClicked”); }.
3. State based event scripting.
Coding in JigScript will let you take advantage of the when () statement that we developed new for JigScript. The when () statement lets you create list of commands that occur on state changes. The list of commands you create in your JigScript will play well with your game’s update loop and other C# and Javascripts.
The when(condition) { code } statement allows you to create event driven programs. For example, when(score % 10000 == 1) { lives++; } is all the code that is needed to add a life to the player when the score increases by 10000. JigScript compiles your scripts to byte code using Just In Time technology, so your code runs fast. In some cases compiled jig script code can even out perform CLR code because of the load balancing and parallel execution provided by the run time engine.
Like the when statement, JigScript programs can contain timed update(time) { } statement blocks that are called periodically. These also run in parallel.
If you are familiar with C, C++, JavaScript or C# you will immediately feel comfortable with JigScript. Additionally, JigScript is embeddable in your game like LUA, but has been written to take advantage of the Unity environment. You can extend JigScript with your own functions written in C#. In fact, the standard function library that comes with JigScript was written in this manner.
We are writing more fuctions for JigScript everyday. You can find them in our Forum. Want to know if JigScript is right for your project? Have a request? Forum.JigScript.com. We would love to hear from you. We appreciate your reviewing JigScript for us here and providing feedback on our forum. Thank you! Our next big update will include an ExtensionMaker that will make it even easier to adapt JigScript to any other Unity plugin. Forum page on plugins.
Does not require Unity Pro and is easily integrated into an established project.
Take a look at the manual at MolecularJig.com Forum.JigScript.com. JigScript Video! .