Unity does everything else pretty well; its also got some inbuilt DBPRO commands.
PositionObject ( object number )
RotateObject ( object number, angle x#, angle y#, angle z# )
MoveObject ( object number, speed# )
PointObject ( object number, target x#, target y#, target z# )
HideObject ( object number )
ShowObject ( object number )
DeleteObject ( object number )
LoopObject ( object number, start frame, end frame )
CloneObject ( new object number, source object number )
InstanceObject ( new object number, source object number )
x#, y#, z# = CamInfo ( )
PositionCam ( camera number, x#, y#, z# )
RotateCam ( camera number, ax#, ay#, az# )
PointCam ( camera number, x#, y#, z# )
x#, y#, z# = ObjectInfo ( object number)
x#, y#, z# = ObjectRotation ( object number )
dist# = ObjectPointDistance ( object number, x2#, y2#, z2# )
dist# = GetDistance (x1#, y1#, z1#, x2#, y2#, z2# )
I will look into using other plugins as Brendy suggested, specifically for runtime expressions later.
Expressions created like this, where the string to the right of the = sign would have come from the user, could cause unwanted error messages if the syntax is bad:
result = Lua Execute("calculatorResult = 360 * 45 / 5")
Print Lua Get String("calculatorResult")
For general development Unity will suffice, due to me already purchasing it. You have the options of compiling the Lua script anyway:
Quote: "It is often useful to have your scripts in the form of text files. However, when you distribute
your game, it is preferable to have all scripts in a compiled, non-human readable form. Using
the Lua Compiler, “Luac”, it is possible to precompile your scripts.
The main advantages of precompiling are: faster loading, protecting source code from user
changes, and off-line syntax error detection (so no errors are detected at run time).
You have two choices when compiling – using the standable LUAC compiler, or native Unity
functions.
1. To compile a script, simply run Luac.exe with a single argument – the file name of the
script to compile:
This will create the file luac.out, which is your compiled script. This file can be loaded using
LOAD LUA, just like any other file.
If you don’t want to call your output file output.luac, you can use the –o flag:
More information about the Lua compiler can be found on the Lua web site:
http://www.lua.org/manual/5.0/luac.html
2. For documentation for the functions LUA COMPILE STRING and LUA COMPILE
FILE, please see the Command Directory."
