What is uScript?
Used by thousands, uScript is THE premium visual scripting tool for serious Unity developers and has been battle tested by companies big and small for the past 8 years in Unity 3, Unity 4, Unity 5, Unity 2017, Unity 2018, and now Unity 2019.
Used by individuals on games such as The Novelist (scripted entirely with uScript!) and small indie teams like the developers of Punch Club, to large studios such as Glu, Microsoft, Activision, THQ, Inxile Entertainment, and most recently Blackbird Interactive on their recent title Homeworld: Deserts of Kharak, uScript allows non-technical people to script, explore, and bring their ideas to life.
Why Use uScript?
uScriptâs whole purpose is to empower those at any technical level to easily prototype ideas, implement ship-able features, or even create entire games without the need for being a programmer.
uScript was developed by industry veterans with a combined 80 years of direct experience with developing and supporting visual scripting systems on a variety of products and game engines over the years at âAAAâ studios and on award winning products such as System Shock 2, Thief, Red Faction, Darkwatch, Deadly Creatures, Skylanders and many more.
uScript contains best-in-class and exclusive features such as:
Team of experienced âAAAâ game developers with years of prior visual scripting development experience.
Over 8 years of constant development and daily support.
True C# script output - so no run-time interpreter is needed making it very cross-platform friendly with no extra overhead (RAM or CPU) at run-time.
A file/data system that allows for forward compatibility (any graph made in any version of uScript over the last 8 years can be loaded and updated in the newest version).
Node update/deprecation/refactoring - any changes to custom nodes you make at any point in development will not break existing graphs and allow for interactive updating to new versionsâwith data preserved (as mentioned below).
Data preservation - if your custom nodes or node inputs do change, your graphs are still loadable and existing game data is preserved. This is critical for an evolving product so that you donât paint yourself into corners.
Tight source control integration with Unity and supported source control systems.
Studio site licensing discounts and per-project and studio-wide source code options.
New Build Available!
The latest build (v1.1.3133) of uScript has been released for all versions on November 27th, 2019!
uScript build v1.1.3133 is out!
This version adds some new node palette hotkeys for keyboard aficionados. Use alt+C to display the Contents panel in the node palette window, alt+N to display the Nodes palette, and alt+M to focus on and place the cursor in the search field (if you are having issues using the shortcuts, make sure you click in the uScript tab bar or canvas background). It also adds some new texture comparison nodes, enhances the toggle node and adds support for proper export of localized/international number formats.
Punch Club
Congratulations to Lazy Bear Games on releasing Punch Club! One of their team members, Svyatoslav Cherkasov, was kind enough to mention us in a recent Gamasutra article. Quotes include:
âthe heart of our in-game scripting/cut-scenes/quests.â
and âuScript is a fantastic tool for visual coding.â
hey just wondering why you added that unity 6 will not be supported ? Is it because something that will change with unity or your team doesnât want to support it further ?
Unity has a visual scripting tool on the works, maybe itâll be release with unity 6. For that reason, I assume most people will want to use the built in tool instead of third party plugins. Therefore not many reasons to support their plug in (which is awesome btw) in unity 6.
I was just wondering if there was an agreement/terms & conditions with uScript? Can someone make a script/game/extension with uScript and sell it on the Asset Store?
Hi PigChop,
You could make a runtime script/game/extension and include the uScriptRuntime.dll and any runtime node scripts, but you cannot include the uScriptEditor.dll. In other words, your customer should not be able to run the uScript editor by downloading and importing your asset store package.
HI uScript crew! Thank you again for making uScript. I hope it continues to evolve. Please include my app in your âmade with listâ which was 50% written in uScript - âPosetastic!â is the app now on iPad Appstore. Get in touch if you need any further details or examples etc. Also Iâve just done my first Twitch stream and will be doing regular uScript session - perhaps itâs something you guys could do officially as it will definitely create more buzz.
Can you post a link to the uScript streams you are doing and possibly pass along any other info on the app that you would like highlighted? I can include the first app store image and a link to the app store page, but I am not sure what else.
The Pro version is the most fully-featured version, of course. It has the tool + all the custom coded nodes + reflected nodes + breakpoint debugging. The Basic version does not include breakpoint debugging or reflected nodes. The Personal Learning Edition (PLE) has all the feature of Pro, but also shows a watermark when you play the game and is not meant to be used commercially.
@uScript I read on the uScript website that most of the developers of this plugin have moved on, except for one, and I was weighing my options on whether to get this plugin or not. Realistically, I was wondering if the plugin be supported in the future, or will it go open source at some point?
That is correct and I am that one developer that stayed on (it was an amicable split). I plan on supporting it for the foreseeable future.
Up until a few days ago, I was also helping out on a project with the developers that left (check out the game here - Luna and the Moonling on Steam) - now that I will start having more free time, I plan to get back to adding actual features and some new tutorials - it wonât happen overnight since Iâm just one person, but it will happen.
Also, you can check the forums at uScript Community Forum - Index page - I am Tonez and I respond to every question, usually within 24 hours or less.
So in order to redistribute the pure C# code I have to use a dll? Or is it possible to say⌠make very small scripts that I want to just send to some one as pure C#?
Can you point me to any documentation on this feature?
As stated in the previous answer, you do need to distribute a small runtime dll with any C# code that is exported from uScript. In terms of working in Unity, this should not be a problem since everyone on your team will have uScript because it is in your project.