The fastest unity lua binding solution
C# Lua
Latest commit c232471 Jan 11, 2017 @topameng 1.0.6.285 编译问题

README.md

tolua#

tolua# is a Unity lua static binder solution. the first solution that analyzes code by reflection and generates wrapper classes.

It is a Unity plugin that greatly simplifies the integration of C# code with Lua. which can automatically generate the binding code to access Unity from Lua and map c# constants, variables, functions, properties, classes, and enums to Lua.

tolua# grows up from cstolua. it's goal is to be a powerful development environment for Unity.

Support unity4.6.x and Unity5.x all(copy /Unity5.x/Assets to /Assets)

If you want to test in mobile, first click menu Lua/Copy lua files to Resources. then build it

如果你想在手机上测试,首先点击菜单Lua/Copy lua files to Resources, 之后再build.

有bug 可以到QQ群反馈: 286510803. 不闲聊,非bug相关不要加群, 请加讨论群:
ulua&tolua技术交流群① 341746602(已满)
ulua_tolua技术讨论群② 469941220
ulua&tolua技术交流群3 434341400(已满)
tolua#技术讨论群④ 543826216

Library

Debugger
https://github.com/topameng/Debugger

tolua_runtime
https://github.com/topameng/tolua_runtime

FrameWork and Demo

LuaFrameWork
https://github.com/jarjin/LuaFramework_NGUI
https://github.com/jarjin/LuaFramework_UGUI
XlsxToLua
https://github.com/zhangqi-ulua/XlsxToLua
UnityHello
https://github.com/woshihuo12/UnityHello
UWA-ToLua
http://uwa-download.oss-cn-beijing.aliyuncs.com/plugins%2FiOS%2FUWA-iOS-ToLua.zip
unity_tolua-_zerobrane_api
https://github.com/LabOfHoward/unity_tolua-_zerobrane_api

Packages

 Basics        Math      Data Structures
 luabitop       Quaternion       list
  struct         Vector3        event
  int64          Vector4        slot
  Time          Vector2
Networking        Ray
 luasocket         Color
 Parsing        Bounds
 lpeg             Mathf
 Protol           Touch
 pblua          RaycastHit

关于反射

tolua# 不支持动态反射,对于重载函数有参数匹配问题,函数排序问题,ref ,out 参数问题等等,这样动态反射会有各种问题。
tolua#提供的替换方法是:
1. preloading, 把你未来可能需要的类型添加到导出列表customTypeList,同时也添加到dynamicList列表中,这样导出后该类型并不会随binder注册到lua中,你可以通过 require "namespace.classname" 动态注册到lua中,对于非枚举类型tolua#系统也可以在第一次push该类型时动态载入,当然也可在过场动画、资源下载、登录、场景加载或者某个的函数中require这个类型。
2. 1.0.5 版本开始加入静态反射,参考例子22。通过静态反射支持精确的函数参数匹配和类型检查。不会存在重载函数参数混乱匹配错误问题  

Performance

平台 属性读写 函数调用 Vector3构造 GameObject构造 Vector3归一化 Slerp
PC 0.0465:0.15 0.076:0.19 0.02:0.001 0.1:0.14 0.014:0.001 0.10:0.11
Android 0.26:1.03 0.39:1.15 0.2:0.0049 0.43:0.5 0.27:0.02 0.49:0.16
iOS 待测 待测 待测 待测 待测 待测

测试结果为C#:Lua. 环境不同会略有差异。可用数字倍率做参考, 加了peer表略降了些
PC: Intel(R) Core(TM) i5-4590 CPU@3.3GHz + 8GB + 64 位win7
Android: 中兴nubia z9 max(NX512J) + Adnroid5.0.2

Examples

参考包内1-20例子

About Lua

win, android using luajit2.0.4. macos using luac(for u5.x). ios using luajit2.1-beta2