The future of runtime Python/Lua scripting in Unity3D

This year I’ve learned Python, and going back to C# feels especially painful for a lot of tasks.

I would love to be able to do the brunt of the game logic (which is not performance intensive) in Python.

Also I would like users of my game to be able to create custom game logic via editing .py scripts.

There appears to be one single port of Python to .NET: IronPython, and there is one single Unity asset on the store that provides this: http://forum.unity3d.com/threads/89455-Python-Interpreter-in-Unity-Free-until-31-5!

It looks as though it will do everything I want.

However, I’ve been told on the IRC channel that this only works on OS X and Windows Desktop builds.

Why is this? And is there any chance this situation will change in the future?

If this cannot be fixed, my possibilities narrow down to one: Lua

I’m not too keen on doing this, as I don’t particularly want to learn another language right at this moment…

You’re not going to be able to do extensive runtime scripting in Python due to performance.

You can write your code in Boo which is inspired by Python and would be much more comfortable for you.