Using the Python API
The Python Script Editor makes it easy to test Python scripts and to create a menu item to allow users to easily access the script.
In addition you can directly call Python from your C# scripts. Python for Unity offers a high-level API and a low-level API.
High-level API: PythonRunner.RunString
The following C# code will create a menu item that prints "hello world" in the Unity console:
using UnityEditor.Scripting.Python;
using UnityEditor;
public class HelloWorld
{
[MenuItem("Python/Hello World")]
static void PrintHelloWorldFromPython()
{
PythonRunner.RunString(@"
import UnityEngine;
UnityEngine.Debug.Log('hello world')
");
}
}
You can use any assembly that is available in C# by simply importing it with the
Python import
statement -- in the example, we show importing UnityEngine
.
PythonRunner.RunFile
Instead of inlining your Python code inside of a C# script, you can execute a
whole Python script using the PythonRunner.RunFile
method. For example, this
Python script loops over all the GameObjects in a scene and makes sure all the
names end up with an underscore:
import UnityEngine
all_objects = UnityEngine.Object.FindObjectsOfType(UnityEngine.GameObject)
for go in all_objects:
if go.name[-1] != '_':
go.name = go.name + '_'
Put this file in Assets/ensure_naming.py
. Script files can be located
anywhere on your file system, they don't need to be in the project.
You can run this Python script from C# as follows:
using UnityEditor.Scripting.Python;
using UnityEditor;
using UnityEngine;
public class EnsureNaming
{
[MenuItem("Python/Ensure Naming")]
static void RunEnsureNaming()
{
PythonRunner.RunFile($"{Application.dataPath}/ensure_naming.py");
}
}
Low-level API
You can directly use Python for .NET, which wraps the CPython API. Using the C#
dynamic
type, you can write C# that looks like Python. Refer to the Python
for .NET documentation.
There are some caveats:
- Make sure Python is properly initialized by calling
PythonRunner.EnsureInitialized()
. - Always grab the CPython Global Interpreter Lock (GIL).
Sample code:
using Python.Runtime;
using UnityEditor.Scripting.Python;
public class MyPythonScript
{
[MenuItem("MyPythonScript/Run")]
public static void Run()
{
PythonRunner.EnsureInitialized();
using (Py.GIL()) {
try {
dynamic sys = PythonEngine.ImportModule("sys");
UnityEngine.Debug.Log($"python version: {sys.version}");
} catch(PythonException e) {
UnityEngine.Debug.LogException(e);
}
}
}
}
You'll need to add an assembly reference in order for the compiler to know
where to find the low-level API in Python.Runtime
. In the project view,
right-click and create a new assembly reference:
Then add a reference to com.unity.scripting.python.editor
: