# tolua
**Repository Path**: daan/tolua
## Basic Information
- **Project Name**: tolua
- **Description**: ULUA框架
- **Primary Language**: Lua
- **License**: MIT
- **Default Branch**: master
- **Homepage**: None
- **GVP Project**: No
## Statistics
- **Stars**: 1
- **Forks**: 1
- **Created**: 2017-03-21
- **Last Updated**: 2025-08-06
## Categories & Tags
**Categories**: Uncategorized
**Tags**: None
## README
#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