Welcome to PyUnity’s documentation!

PyUnity is a Python implementation of the Unity Engine, written in C++. This is just a fun project and many features have been taken out to make it as easy as possible to create a scene and run it.

Installing

To install PyUnity, use pip:

> pip install pyunity

Its dependencies are just OpenGL, Pygame and GLFW.

Alternatively, you can clone the repository here. Then run setup.py:

> python setup.py install

Note: we are having some difficulties right now. To install a working copy, you cannot use the simple pip install pyunity command. Instead, clone the repository from above. Next, you have to set the environment variable cython to a value that is not 1. Then you can run python setup.py install. This issue is being worked on and you can see its progress at this issue.

Sometimes on Linux machines, Pygame cannot be installed via pip: in that case, use the package manager. For example, on Ubuntu:

> sudo apt-get install python3-pygame

Releases

v0.3.1

Bugfix on basically everything because 0.3.0 was messed up.

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.3.1

v0.3.0

After a long break, 0.3.0 is finally here!

New features:

  • Added key input (not fully implemented)
  • Fixed namespace pollution
  • Fixed minor bugs
  • Window resizing implemented
  • New Scene loading interface
  • Python 3.9 support
  • Finished pxd files
  • LGTM Integration
  • AppVeyor is now the main builder
  • Code is now PEP8-friendly
  • Added tests.py
  • Cleaned up working directory

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.3.0

v0.2.1

Small bugfix around the AudioClip loading and inclusion of the OGG file in example 8.

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.2.1

v0.2.0

A CI integration update, with automated building from Appveyor and Travis CI.

Features:

  • Shaded faces with crisp colours
  • PXD files to optimize Cython further (not yet implemented fully)
  • Scene changing
  • FPS changes
  • Better error handling
  • Travis CI and AppVeyor integration
  • Simple audio handling
  • Changelogs in the dist folder of master
  • Releases branch for builds from Travis
  • Python 3.6 support
  • 1 more example, bringing the total to 8

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.2.0

v0.1.0

Cython update, where everything is cythonized. First big update.

Features:

  • Much more optimized rendering with Cython
  • A new example
  • Primitives
  • Scaling
  • Tutorials
  • New color theme for documentation
  • Timer decorator
  • Non-interactive mode
  • Frustrum culling
  • Overall optimization

Notes:

  • The FPS config will not have a change due to the inability of cyclic imports in Cython.

  • You can see the c code used in Cython in the src folder.

  • When installing with setup.py, you can set the environment variable a to anything but an empty string, this will disable recreating the c files. For example:

    > set a=1
    > python setup.py install
    

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.1.0

v0.0.5

Transform updates, with new features extending GameObject positioning.

Features:

  • Local transform
  • Quaternion
  • Better example loader
  • Primitive objects in files
  • Fixed jittering when colliding from an angle
  • Enabled friction (I don’t know when it was turned off)
  • Remove scenes from SceneManager
  • Vector division

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.0.5

v0.0.4

Physics update.

New features:

  • Rigidbodies
  • Gravity
  • Forces
  • Optimized collision
  • Better documentation
  • Primitive meshes
  • PyUnity mesh files that are optimized for fast loading
  • Pushed GLUT to the end of the list so that it has the least priority
  • Fixed window loading
  • Auto README.md updater

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.0.4

v0.0.3

More basic things added.

Features:

  • Examples (5 of them!)
  • Basic physics components
  • Lighting
  • Better window selection
  • More debug options
  • File loader for .obj files

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.0.3

v0.0.2

First proper release (v0.0.1 was lost).

Features:

  • Documentation
  • Meshes

Download source code at https://github.com/rayzchen/pyunity/releases/tag/0.0.2

Tutorials

Here are some tutorials to get you started in using PyUnity. They need no prior knowledge about Unity, but they do need you to be comfortable with using Python.

Tutorial 1: The Basics

In this tutorial you will be learning the basics to using PyUnity, and understanding some key concepts.

What is PyUnity?

PyUnity is a Python port of the UnityEngine, which was originally written in C++. PyUnity has been modified to be easy to use in Python, which means that some features have been removed.

Basic concepts

In PyUnity, everything will belong to a GameObject. A GameObject is a named object that has lots of different things on it that will affect the GameObject and other GameObjects. Each GameObject has its own Components, which are like the hardware in a computer. These Components can do all sorts of things.

Transforms

Each GameObject has a special component called a Transform. A Transform holds information about the GameObject’s position, rotation and scale.

A Transform can also have a child. This child is also a GameObject’s component. All transforms will have a localPosition, localRotation and localScale, which are all relative to their parent. In addition, all Transforms will have a position, rotation and scale property which is measured in global space.

For example, if there is a Transform at 1 unit up from the origin, and its child had a localPosition of 1 unit right, then the child would have a position of 1 unit up and 1 unit to the right.

Code

All of that has now been established, so let’s start to program it all! To start, we need to import PyUnity.

>>> from pyunity import *
Loaded config
Trying GLFW as a window provider
GLFW doesn't work, trying Pygame
Trying Pygame as a window provider
Using window provider Pygame
Loaded PyUnity version 0.4.0

The output beneath the import is just debug statement, you can turn it off with the environment variable PYUNITY_DEBUG_INFO set to "0".

Now we have loaded the module, we can start creating our GameObjects. To create a GameObject, use the GameObject class:

>>> root = GameObject("Root")

Then we can change its position by accessing its transform. All GameObjects have references to their transform by the transform attribute, and all components have a reference to the GameObject and the Transform that they belong to, by the gameObject and transform attributes. Here’s how to make the GameObject positioned 1 unit up, 2 units to the right and 3 units forward:

>>> root.transform.localPosition = Vector3(2, 1, 3)

A Vector3 is just a way to represent a 3D vector. In PyUnity the coordinate system is a left-hand Y-axis up system, which is essentially what OpenGL uses, but with the Z-axis flipped.

Then to add a child to the GameObject, specify the parent GameObject as the second argument:

>>> child1 = GameObject("Child1", root)
>>> child2 = GameObject("Child2", root)

Note: Accessing the localPosition, localRotation and localScale attributes are faster than using the position, rotation and scale properties. Use the local attributes whenever you can.

Rotation

Rotation is measured in Quaternions. Do not worry about these, because they use some very complex maths. All you need to know are these methods:

  1. To make a Quaternion that represents no rotation, use Quaternion.identity(). This just means no rotation.
  2. To make a Quaternion from an axis and angle, use the Quaternion.FromAxis() method. What this does is it creates a Quaternion that represents a rotation around an axis clockwise, by angle degrees. The axis does not need to be normalized.
  3. To make a Quaternion from Euler angles, use Quaternion.Euler. This creates a Quaternion from Euler angles, where it is rotated on the Z-axis first, then the X-axis, and finally the Y-axis.

Transforms also have localEulerAngles and eulerAngles properties, which just represent the Euler angles of the rotation Quaternions. If you don’t know what to do, only use the localEulerAngles property.

In the next tutorial, we’ll be covering how to render things and use a Scene.

Tutorial 2: Rendering in Scenes

Last tutorial we covered some basic concepts on GameObjects and Transforms, and this time we’ll be looking at how to render things in a window.

Scenes

A Scene is like a page to draw on: you can add things, remove things and change things. To create a scene, you can call SceneManager.AddScene:

>>> scene = SceneManager.AddScene("Scene")

In your newly created scene, you have 2 GameObjects: a Main Camera, and a Light. These two things can be moved around like normal GameObjects.

Next, let’s move the camera back 10 units:

>>> scene.mainCamera.transform.localPosition = Vector3(0, 0, -10)

scene.mainCamera references the Camera Component on the Main Camera, so we can access the Transform by using its transform attribute.

Meshes

To render anything, we need a model of it. Let’s say we want to create a cube. Then we need a model of a cube, or what’s called a mesh. Meshes have 3 pieces of data: the vertices (or points), the faces and the normals. Normals are just vectors saying which way the face is pointing.

For this, we don’t want to have to create our own mesh. Fortunately there is a method called Mesh.cube which creates a cube for us. Here it is:

>>> cubeMesh = Mesh.cube(2)

The 2 means to create a cube with side lengths of 2. Then, to render this mesh, we need a new Component.

The MeshRenderer

The MeshRenderer is a Component that can render a mesh in the scene. To add a new Component, we can use a method called AddComponent:

>>> cube = GameObject("cube")
>>> renderer = cube.AddComponent(MeshRenderer)

Now we can give our renderer the cube mesh from before.

>>> renderer.mesh = cubeMesh

Finally, we need a Material to use. To create a Material, we need to specify a colour in RGB.

>>> renderer.mat = Material((255, 0, 0))

Here I used a red material. Finally we need to add the cube to our scene, otherwise we can’t see it in the window:

>>> scene.Add(cube)

The full code:

>>> from pyunity import *
Loaded config
Trying GLFW as a window provider
GLFW doesn't work, trying Pygame
Trying Pygame as a window provider
Using window provider Pygame
Loaded PyUnity version 0.4.0
>>> scene = SceneManager.AddScene("Scene")
>>> scene.mainCamera.transform.localPosition = Vector3(0, 0, -10)
>>> cubeMesh = Mesh.cube(2)
>>> cube = GameObject("Cube")
>>> renderer = cube.AddComponent(MeshRenderer)
>>> renderer.mesh = cubeMesh
>>> renderer.mat = Material((255, 0, 0))
>>> scene.Add(cube)

Then, to run our scene, we use scene.Run(). And now we have a cube:

_images/cube.png

To see it better, let’s move the camera up a bit and tilt it downwards. Replace the third line with this:

>>> scene.mainCamera.transform.localPosition = Vector3(0, 3, -10)
>>> scene.mainCamera.transform.localEulerAngles = Vector3(15, 0, 0)

Now we can see it better:

_images/cube2.png
Debugging

If you want to see what you’ve done already, then you can use a number of debugging methods. The first is to call scene.List():

>>> scene.List()
/Main Camera
/Light
/Cube

This lists all the Gameobjects in the scene. Then, let’s check the cube’s components:

>>> cube.components
[<Transform position=Vector3(0, 0, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Cube">, <pyunity.core.MeshRenderer object at 0x0B170CA0>]

Finally, let’s check the Main Camera’s transform.

>>> scene.mainCamera.transform
<Transform position=Vector3(0, 3, -10) rotation=Quaternion(0.9914448613738104, 0.13052619222005157, 0.0, 0.0) scale=Vector3(1, 1, 1) path="/Main Camera">

Next tutorial, we’ll be covering scripts and Behaviours.

Tutorial 3: Scripts and Behaviours

Last tutorial we covered rendering meshes. In this tutorial we will be seeing how to make 2 GameObjects interact with each other.

Behaviours

A Behaviour is a Component that you can create yourself. To create a Behaviour, subclass from it:

>>> class MyBehaviour(Behaviour):
...     pass

In this case the Behaviour does nothing. To make it do something, use the Update function:

>>> class Rotator(Behaviour):
...     def Update(self, dt):
...         self.transform.localEulerAngles += Vector3(0, 90, 0) * dt

What this does is it rotates the GameObject that the Behaviour is on by 90 degrees each second around the y-axis. The Update function takes 1 argument: dt which is how many seconds has passed since last frame.

Behaviours vs Components

Look at the code for the Component class:

class Component:
    def __init__(self):
        self.gameObject = None
        self.transform = None

    def GetComponent(self, component):
        return self.gameObject.GetComponent(component)

    def AddComponent(self, component):
        return self.gameObject.AddComponent(component)

A Component has 2 attributes: gameObject and transform. This is set whenever the Component is added to a GameObject. A Behaviour is subclassed from a Component and so has the same attributes. Each frame, the Scene will call the Update function on all Behaviours, passing the time since the last frame in seconds.

When you want to do something at the start of the Scene, use the Start function. That will be called right at the start of the scene, when scene.Run() is called.

>>> class MyBehaviour(Behaviour):
...     def Start(self):
...         self.a = 0
...     def Update(self, dt):
...         print(self.a)
...         self.a += dt

The example above will print in seconds how long it had been since the start of the Scene. Note that the order in which all Behaviours’ Start functions will be the orders of the GameObjects.

With this, you can create all sorts of Components, and because Behaviour is subclassed from Component, you can add a Behaviour to a GameObject with AddComponent.

Examples

This creates a spinning cube:

>>> class Rotator(Behaviour):
...     def Update(self, dt):
...         self.transform.localEulerAngles += Vector3(0, 90, 135) * dt
...
>>> scene = SceneManager.AddScene("Scene")
>>> cube = GameObject("Cube")
>>> renderer = cube.AddComponent(MeshRenderer)
>>> renderer.mesh = Mesh.cube(2)
>>> renderer.mat = Material((255, 0, 0))
>>> cube.AddComponent(Rotator)
>>> scene.Add(cube)
>>> scene.Run()

This is a debugging Behaviour, which prints out the change in position, rotation and scale each 10 frames:

class Debugger(Behaviour):
    lastPos = Vector3.zero()
    lastRot = Quaternion.identity()
    lastScl = Vector3.one()
    a = 0
    def Update(self, dt):
        self.a += 1
        if self.a == 10:
            print(self.transform.position - self.lastPos)
            print(self.transform.rotation.conjugate * self.lastRot)
            print(self.transform.scale / self.lastScl)
            self.a = 0

Note that the printed output for non-moving things would be as so:

Vector3(0, 0, 0)
Quaternion(1, 0, 0, 0)
Vector3(1, 1, 1)
Vector3(0, 0, 0)
Quaternion(1, 0, 0, 0)
Vector3(1, 1, 1)
Vector3(0, 0, 0)
Quaternion(1, 0, 0, 0)
Vector3(1, 1, 1)
...

This means no rotation, position or scale change. It will break when you set the scale to Vector3(0, 0, 0).

In the next tutorial we’ll be looking at physics.

License

MIT License

Copyright (c) 2020 Ray Chen

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

pyunity package

Version 0.4.0 (in development)

PyUnity is a Python implementation of the Unity Engine, written in C++. This is just a fun project and many features have been taken out to make it as easy as possible to create a scene and run it.

Installing

To install PyUnity for Linux distributions based on Ubuntu or Debian, use:

> pip3 install pyunity

To install PyUnity for other operating systems, use pip:

> pip install pyunity

Alternatively, you can clone the repository here to build the package from source. Then use setup.py to build. Note that it will install Cython to compile.

> python setup.py install

Its only dependencies are PyOpenGL, Pygame and GLFW.

To install PyGame on Linux, use:

> pip3 install pygame

Note: we are having some difficulties right now. To install a working copy, you cannot use the simple pip install pyunity command. Instead, clone the repository from above. Next, you have to set the environment variable cython to a value that is not 1. Then you can run python setup.py install. This issue is being worked on and you can see its progress here: https://github.com/rayzchen/pyunity/issues/7

Importing

To start using pyunity, you must import it. A standard way to import is like so:

>>> from pyunity import *

Debug information is turned on by default. If you want to turn it off, set the PYUNITY_DEBUG_MODE environment variable to "0". This is the output with debugging:

Loaded config
Trying FreeGLUT as a window provider
FreeGLUT doesn't work, trying GLFW
GLFW doesn't work, trying Pygame
Using window provider Pygame
Loaded PyUnity version 0.4.0

If debugging is off, there is no output:

>>> import os
>>> os.environ["PYUNITY_DEBUG_MODE"] = "0"
>>> from pyunity import *
>>> # No output
Scenes

All PyUnity projects start with a scene. To add a scene, do this:

>>> scene = SceneManager.AddScene("Scene 1")

Then, let’s move the camera backwards 10 units.

>>> scene.mainCamera.transform.position = Vector3(0, 0, -10)

Finally, add a cube at the origin:

>>> cube = GameObject("Cube")
>>> renderer = cube.AddComponent(MeshRenderer)
>>> renderer.mesh = Mesh.cube(2)
>>> renderer.mat = Material((255, 0, 0))
>>> scene.Add(cube)

To see what you have added to the scene, call scene.List():

>>> scene.List()
/Main Camera
/Light
/Cube

Finally, to run the scene, call scene.Run(). The window that is created is one of FreeGLUT, GLFW or Pygame. The window is selected on module initialization (see Windows subheading).

Behaviours

To create your own PyUnity script, create a class that inherits from Behaviour. Usually in Unity, you would put the class in its own file, but Python can’t do something like that, so put all of your scripts in one file. Then, to add a script, just use AddComponent(). Do not put anything in the __init__ function, instead put it in Start(). The Update() function receives one parameter, dt, which is the same as Time.deltaTime.

Windows

The window is provided by one of three providers: GLFW, Pygame and FreeGLUT. When you first import PyUnity, it checks to see if any of the three providers work. The testing order is as above, so Pygame is tested last.

To create your own provider, create a class that has the following methods:

  • __init__: initiate your window and check to see if it works.
  • start: start the main loop in your window. The first parameter is update_func, which is called when you want to do the OpenGL calls.

Check the source code of any of the window providers for an example. If you have a window provider, then please create a new pull request.

Examples

To run an example, import it like so:

>>> from pyunity.examples.example1 import main
Loaded config
Trying FreeGLUT as a window provider
FreeGLUT doesn't work, trying GLFW
GLFW doesn't work, trying Pygame
Using window provider Pygame
Loaded PyUnity version 0.4.0
>>> main()

Or from the command line:

> python -m pyunity 1

The 1 just means to load example 1, and there are 8 examples. To load all examples one by one, do not specify a number. If you want to contribute an example, then please create a new pull request.

Subpackages

pyunity.physics package

A basic 3D Physics engine that uses similar concepts to the Unity Engine itself. Only supports non-rotated colliders.

To create an immoveable object, use math.inf or the provided infinity variable. This will make the object not be able to move, unless you set an initial velocity. Then, the collider will either push everything it collides with, or bounces it back at twice the speed.

Example

>>> cube = GameObject("Cube")
>>> collider = cube.AddComponent(AABBoxCollider)
>>> collider.SetSize(-Vector3.one(), Vector3.one())
>>> collider.velocity = Vector3.right()
Configuration

If you want to change some configurations, import the config file like so:

>>> from pyunity.physics import config

Inside the config file there are some configurations:

  • gravity is the gravity of the whole system. It only affects Rigidbodies that have gravity set to True.
Submodules
pyunity.physics.config module
pyunity.physics.core module

Core classes of the PyUnity physics engine.

class pyunity.physics.core.AABBoxCollider[source]

Bases: pyunity.physics.core.Collider

An axis-aligned box collider that cannot be deformed.

min

The corner with the lowest coordinates.

Type:Vector3
max

The corner with the highest coordinates.

Type:Vector3
pos

The center of the AABBoxCollider

Type:Vector3
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
CheckOverlap(other)[source]

Checks to see if the bounding box of two colliders overlap.

Parameters:other (Collider) – Other collider to check against
Returns:Whether they are overlapping or not
Return type:bool
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
SetSize(min, max)[source]

Sets the size of the collider.

Parameters:
  • min (Vector3) – The corner with the lowest coordinates.
  • max (Vector3) – The corner with the highest coordinates.
collidingWith(other)[source]

Check to see if the collider is colliding with another collider.

Parameters:other (Collider) – Other collider to check against
Returns:Collision data
Return type:Manifold or None

Notes

To check against another AABBoxCollider, the corners are checked to see if they are inside the other collider.

To check against a SphereCollider, the check is as follows:

  1. The sphere’s center is checked to see if it is inside the AABB.
  2. If it is, then the two are colliding.
  3. If it isn’t, then a copy of the position is clamped to the AABB’s bounds.
  4. Finally, the distance between the clamped position and the original position is measured.
  5. If the distance is bigger than the sphere’s radius, then the two are colliding.
  6. If not, then they aren’t colliding.
class pyunity.physics.core.CollManager[source]

Bases: object

Manages the collisions between all colliders.

rigidbodies

Dictionary of rigidbodies andthe colliders on the gameObject that the Rigidbody belongs to

Type:dict
dummyRigidbody

A dummy rigidbody used when a GameObject has colliders but no rigidbody. It has infinite mass

Type:Rigidbody
AddPhysicsInfo(scene)[source]

Get all colliders and rigidbodies from a specified scene. This overwrites the collider and rigidbody lists, and so can be called whenever a new collider or rigidbody is added or removed.

Parameters:scene (Scene) – Scene to search for physics info

Notes

This function will overwrite the pre-existing dictionary of rigidbodies. When there are colliders but no rigidbody is on the GameObject, then they are placed in the dictionary with a dummy Rigidbody that has infinite mass and a default physic material. Thus, they cannot move.

CheckCollisions()[source]

Goes through every pair exactly once, then checks their collisions and resolves them.

GetRestitution(a, b)[source]

Get the restitution needed for two rigidbodies, based on their combine function

Parameters:
Returns:

Restitution

Return type:

float

Step(dt)[source]

Steps through the simulation at a given delta time.

Parameters:dt (float) – Delta time to step

Notes

The simulation is stepped 10 times, so that it is more precise.

class pyunity.physics.core.Collider[source]

Bases: pyunity.core.Component

Collider base class.

AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
class pyunity.physics.core.Manifold(a, b, normal, penetration)[source]

Bases: object

Class to store collision data.

Parameters:
  • a (Collider) – The first collider
  • b (Collider) – The second collider
  • normal (Vector3) – The collision normal
  • penetration (float) – How much the two colliders overlap
class pyunity.physics.core.PhysicMaterial(restitution=0.75, friction=1)[source]

Bases: object

Class to store data on a collider’s material.

Parameters:
  • restitution (float) – Bounciness of the material
  • friction (float) – Friction of the material
restitution

Bounciness of the material

Type:float
friction

Friction of the material

Type:float
combine

Combining function. -1 means minimum, 0 means average, and 1 means maximum

Type:int
class pyunity.physics.core.Rigidbody[source]

Bases: pyunity.core.Component

Class to let a GameObject follow physics rules.

mass

Mass of the Rigidbody. Defaults to 100

Type:int or float
velocity

Velocity of the Rigidbody

Type:Vector3
physicMaterial

Physics material of the Rigidbody

Type:PhysicMaterial
position

Position of the Rigidbody. It is assigned to its GameObject’s position when the CollHandler is created

Type:Vector3
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
AddForce(force)[source]

Apply a force to the center of the Rigidbody.

Parameters:force (Vector3) – Force to apply

Notes

A force is a gradual change in velocity, whereas an impulse is just a jump in velocity.

AddImpulse(impulse)[source]

Apply an impulse to the center of the Rigidbody.

Parameters:impulse (Vector3) – Impulse to apply

Notes

A force is a gradual change in velocity, whereas an impulse is just a jump in velocity.

GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
Move(dt)[source]

Moves all colliders on the GameObject by the Rigidbody’s velocity times the delta time.

Parameters:dt (float) – Time to simulate movement by
MovePos(offset)[source]

Moves the rigidbody and its colliders by an offset.

Parameters:offset (Vector3) – Offset to move
class pyunity.physics.core.SphereCollider[source]

Bases: pyunity.physics.core.Collider

A spherical collider that cannot be deformed.

min

The corner with the lowest coordinates.

Type:Vector3
max

The corner with the highest coordinates.

Type:Vector3
pos

The center of the SphereCollider

Type:Vector3
radius

The radius of the SphereCollider

Type:Vector3
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
CheckOverlap(other)[source]

Checks to see if the bounding box of two colliders overlap.

Parameters:other (Collider) – Other collider to check against
Returns:Whether they are overlapping or not
Return type:bool
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
SetSize(radius, offset)[source]

Sets the size of the collider.

Parameters:
  • radius (float) – The radius of the collider.
  • offset (Vector3) – Offset of the collider.
collidingWith(other)[source]

Check to see if the collider is colliding with another collider.

Parameters:other (Collider) – Other collider to check against
Returns:Collision data
Return type:Manifold or None

Notes

To check against another SphereCollider, the distance and the sum of the radii is checked.

To check against an AABBoxColider, the check is as follows:

  1. The sphere’s center is checked to see if it is inside the AABB.
  2. If it is, then the two are colliding.
  3. If it isn’t, then a copy of the position is clamped to the AABB’s bounds.
  4. Finally, the distance between the clamped position and the original position is measured.
  5. If the distance is bigger than the sphere’s radius, then the two are colliding.
  6. If not, then they aren’t colliding.
pyunity.physics.core.infinity = inf

A representation of infinity

pyunity.scenes package

Module to create and load Scenes.

You should never use the Scene class directly, instead, only use the SceneManager class.

Submodules
pyunity.scenes.scene module

Class to load, render and manage GameObjects and their various components.

class pyunity.scenes.scene.Scene(name)[source]

Bases: object

Class to hold all of the GameObjects, and to run the whole scene.

Parameters:name (str) – Name of the scene

Notes

Create a scene using the SceneManager, and don’t create a scene directly using this class.

Add(gameObject)[source]

Add a GameObject to the scene.

Parameters:gameObject (GameObject) – The GameObject to add.
FindGameObjectsByName(name)[source]

Finds all GameObjects matching the specified name.

Parameters:name (str) – Name of the GameObject
Returns:List of the matching GameObjects
Return type:list
FindGameObjectsByTagName(name)[source]

Finds all GameObjects with the specified tag name.

Parameters:name (str) – Name of the tag
Returns:List of matching GameObjects
Return type:list
Raises:GameObjectException – When there is no tag named name
FindGameObjectsByTagNumber(num)[source]

Gets all GameObjects with a tag of tag num.

Parameters:num (int) – Index of the tag
Returns:List of matching GameObjects
Return type:list
Raises:GameObjectException – If there is no tag with specified index.
List()[source]

Lists all the GameObjects currently in the scene.

Remove(gameObject)[source]

Remove a GameObject from the scene.

Parameters:gameObject (GameObject) – GameObject to remove.
Raises:PyUnityException – If the specified GameObject is the Main Camera, or if the specified GameObject is not part of the Scene.
Start()[source]

Start the internal parts of the Scene.

inside_frustrum(renderer)[source]

Check if the renderer’s mesh can be seen by the main camera.

Parameters:renderer (MeshRenderer) – Renderer to test
Returns:If the mesh can be seen
Return type:bool
render()[source]

Renders all GameObjects with MeshRenderers.

start_scripts()[source]

Start the scripts in the Scene.

transform(transform)[source]

Transform the matrix by a specified transform.

Parameters:transform (Transform) – Transform to move
update()[source]

Updating function to pass to the window provider.

update_scripts()[source]

Updates all scripts in the scene.

pyunity.scenes.sceneManager module

Module that manages creation and deletion of Scenes.

pyunity.scenes.sceneManager.AddScene(sceneName)[source]

Add a scene to the SceneManager. Pass in a scene name to create a scene.

Parameters:sceneName (str) – Name of the scene
Returns:Newly created scene
Return type:Scene
Raises:PyUnityException – If there already exists a scene called sceneName
pyunity.scenes.sceneManager.CurrentScene

Gets the current scene being run

pyunity.scenes.sceneManager.GetSceneByIndex(index)[source]

Get a scene by its index.

Parameters:index (int) – Index of the scene
Returns:Specified scene at index index
Return type:Scene
Raises:IndexError – If there is no scene at the specified index
pyunity.scenes.sceneManager.GetSceneByName(name)[source]

Get a scene by its name.

Parameters:name (str) – Name of the scene
Returns:Specified scene with name of name
Return type:Scene
Raises:KeyError – If there is no scene called name
pyunity.scenes.sceneManager.LoadScene(scene)[source]

Load a scene by a reference.

Parameters:

scene (Scene) – Scene to be loaded

Raises:
  • TypeError – When the scene is not of type Scene
  • PyUnityException – When the scene is not part of the SceneManager. This is checked because the SceneManager has to make some checks before the scene can be run.
pyunity.scenes.sceneManager.LoadSceneByIndex(index)[source]

Loads a scene by its index of when it was added to the SceneManager.

Parameters:

index (int) – Index of the scene

Raises:
  • TypeError – When the provided index is not an integer
  • PyUnityException – When there is no scene at index index
pyunity.scenes.sceneManager.LoadSceneByName(name)[source]

Loads a scene by its name.

Parameters:

name (str) – Name of the scene

Raises:
  • TypeError – When the provided name is not a string
  • PyUnityException – When there is no scene named name
pyunity.scenes.sceneManager.RemoveScene(scene)[source]

Removes a scene from the SceneManager.

Parameters:

scene (Scene) – Scene to remove

Raises:
  • TypeError – If the provided scene is not type Scene
  • PyUnityException – If the scene is not part of the SceneManager
pyunity.window package
pyunity.window

A module used to load the window providers.

Windows

The window is provided by one of three providers: GLFW, Pygame and FreeGLUT. When you first import PyUnity, it checks to see if any of the three providers work. The testing order is as above, so FreeGLUT is tested last.

To create your own provider, create a class that has the following methods:

  • __init__: initiate your window and
    check to see if it works.
  • start: start the main loop in your
    window. The first parameter is update_func, which is called when you want to do the OpenGL calls.

Check the source code of any of the window providers for an example. If you have a window provider, then please create a new pull request.

pyunity.window.GetWindowProvider()[source]

Gets an appropriate window provider to use

pyunity.window.glfwCheck()[source]

Checks to see if GLFW works

pyunity.window.glutCheck()[source]

Checks to see if FreeGLUT works

pyunity.window.pygameCheck()[source]

Checks to see if Pygame works

Submodules
pyunity.window.glfwWindow module

Class to create a window using GLFW.

class pyunity.window.glfwWindow.Window(config, name, resize)[source]

Bases: object

A window provider that uses GLFW.

Raises:PyUnityException – If the window creation fails
start(update_func)[source]

Start the main loop of the window.

Parameters:update_func (function) – The function that calls the OpenGL calls.
pyunity.window.glutWindow module

Class to create a window using FreeGLUT.

class pyunity.window.glutWindow.Window(config, name, resize)[source]

Bases: object

A window provider that uses FreeGLUT.

display()[source]

Function to render in the scene.

schedule_update(t)[source]

Starts the window refreshing.

start(update_func)[source]

Start the main loop of the window.

Parameters:update_func (function) – The function that calls the OpenGL calls.
pyunity.window.pygameWindow module

Class to create a window using Pygame.

class pyunity.window.pygameWindow.Window(config, name, resize)[source]

Bases: object

A window provider that uses PyGame.

start(update_func)[source]

Start the main loop of the window.

Parameters:update_func (function) – The function that calls the OpenGL calls.

Submodules

pyunity.audio module

Classes to manage the playback of audio. It uses the pygame.mixer library, and if it cannot be initialized, then dummy classes are made to prevent stop of program. A variable in the config module called audio will be set to False if this happens.

class pyunity.audio.AudioClip(file)[source]

Bases: object

Class to store information about an audio file.

file

Name of the file

Type:str
sound

Sound file that can be played with a pygame.mixer.Channel. Only set when the AudioClip is in an AudioSource n a running scene.

Type:pygame.mixer.Sound
SetSound(file)[source]

Changes the audio file.

Parameters:

file (str) – Name of the audio file Must be a .ogg file, which can work on any platform.

Raises:
  • PyUnityException – If the provided file is not an OGG audio file
  • TypeError – If the provided file is not of type str
class pyunity.audio.AudioSource[source]

Bases: pyunity.core.Component

Manages playback on an AudioSource.

clip

Clip to play. Best way to set the clip is to use the SetClip function.

Type:AudioClip
PlayOnStart

Whether it plays on start or not.

Type:bool
Loop

Whether it loops or not. This is not fully supported.

Type:bool
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
Pause()[source]

Pauses the current clip.

Play()[source]

Plays the current clip.

SetClip(clip)[source]

Sets the clip to play.

Parameters:clip (AudioClip) – Clip to set
Raises:TypeError – If the provided clip is not of type AudioClip
Stop()[source]

Stop the current clip.

UnPause()[source]

Unpauses the current clip.

pyunity.core module

Core classes for the PyUnity library.

This module has some key classes used throughout PyUnity, and have to be in the same file due to references both ways. Usually when you create a scene, you should never create Components directly, instead add them with AddComponent.

Example

To create a GameObject with 2 children, one of which has its own child, and all have MeshRenderers:

>>> from pyunity import * # Import
Loaded config
Trying GLFW as a window provider
GLFW doesn't work, trying Pygame
Trying Pygame as a window provider
Using window provider Pygame
Loaded PyUnity version 0.4.0
>>> mat = Material((255, 0, 0)) # Create a default material
>>> root = GameObject("Root") # Create a root GameObjects
>>> child1 = GameObject("Child1", root) # Create a child
>>> child1.transform.localPosition = Vector3(-2, 0, 0) # Move the child
>>> renderer = child1.AddComponent(MeshRenderer) # Add a renderer
>>> renderer.mat = mat # Add a material
>>> renderer.mesh = Mesh.cube(2) # Add a mesh
>>> child2 = GameObject("Child2", root) # Create another child
>>> renderer = child2.AddComponent(MeshRenderer) # Add a renderer
>>> renderer.mat = mat # Add a material
>>> renderer.mesh = Mesh.quad(1) # Add a mesh
>>> grandchild = GameObject("Grandchild", child2) # Add a grandchild
>>> grandchild.transform.localPosition = Vector3(0, 5, 0) # Move the grandchild
>>> renderer = grandchild.AddComponent(MeshRenderer) # Add a renderer
>>> renderer.mat = mat # Add a material
>>> renderer.mesh = Mesh.cube(3) # Add a mesh
>>> root.transform.List() # List all GameObjects
/Root
/Root/Child1
/Root/Child2
/Root/Child2/Grandchild
>>> child1.components # List child1's components
[<Transform position=Vector3(-2, 0, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child1">, <pyunity.core.MeshRenderer object at 0x0A929460>]
>>> child2.transform.children # List child2's children
[<Transform position=Vector3(0, 5, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child2/Grandchild">]
class pyunity.core.Behaviour[source]

Bases: pyunity.core.Component

Base class for behaviours that can be scripted.

gameObject

GameObject that the component belongs to.

Type:GameObject
transform

Transform that the component belongs to.

Type:Transform
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
Start()[source]

Called every time a scene is loaded up.

Update(dt)[source]

Called every frame.

Parameters:dt (float) – Time since last frame, sent by the scene that the Behaviour is in.
class pyunity.core.Camera[source]

Bases: pyunity.core.Component

Component to hold data about the camera in a scene.

fov

Fov in degrees measured horizontally. Defaults to 90.

Type:int
near

Distance of the near plane in the camera frustrum. Defaults to 0.05.

Type:float
far

Distance of the far plane in the camera frustrum. Defaults to 100.

Type:float
clearColor

Tuple of 4 floats of the clear color of the camera. Defaults to (.1, .1, .1, 1). Color mode is RGBA.

Type:tuple
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
class pyunity.core.Component[source]

Bases: object

Base class for built-in components.

gameObject

GameObject that the component belongs to.

Type:GameObject
transform

Transform that the component belongs to.

Type:Transform
AddComponent(component)[source]

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)[source]

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
class pyunity.core.GameObject(name='GameObject', parent=None)[source]

Bases: object

Class to create a GameObject, which is an object with components.

Parameters:
  • name (str, optional) – Name of GameObject
  • parent (GameObject or None) – Parent of GameObject
name

Name of the GameObject

Type:str
components

List of components

Type:list
tag

Tag that the GameObject has (defaults to tag 0 or Default)

Type:Tag
transform

Transform that belongs to the GameObject

Type:Transform
AddComponent(componentClass)[source]

Adds a component to the GameObject. If it is a transform, set GameObject’s transform to it.

Parameters:componentClass (Component) – Component to add. Must inherit from Component
GetComponent(componentClass)[source]

Gets a component from the GameObject. Will return first match. For all matches, do a manual loop.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
class pyunity.core.Light[source]

Bases: pyunity.core.Component

Component to hold data about the light in a scene.

AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
class pyunity.core.Material(color)[source]

Bases: object

Class to hold data on a material.

color

A list or tuple of 4 floats that make up a RGBA color.

Type:list or tuple
class pyunity.core.MeshRenderer[source]

Bases: pyunity.core.Component

Component to render a mesh at the position of a transform.

mesh

Mesh that the MeshRenderer will render.

Type:Mesh
mat

Material to use for the mesh

Type:Material
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
render()[source]

Render the mesh that the MeshRenderer has.

class pyunity.core.Tag(tagNumOrName)[source]

Bases: object

Class to group GameObjects together without referencing the tags.

Parameters:

tagNumOrName (str or int) – Name or index of the tag

Raises:
  • ValueError – If there is no tag name
  • IndexError – If there is no tag at the provided index
  • TypeError – If the argument is not a str or int
tagName

Tag name

Type:str
tag

Tag index of the list of tags

Type:int
static AddTag(name)[source]

Add a new tag to the tag list.

Parameters:name (str) – Name of the tag
Returns:The tag index
Return type:int
class pyunity.core.Transform[source]

Bases: pyunity.core.Component

Class to hold data about a GameObject’s transformation.

gameObject

GameObject that the component belongs to.

Type:GameObject
localPosition

Position of the Transform in local space.

Type:Vector3
localRotation

Rotation of the Transform in local space.

Type:Quaternion
localScale

Scale of the Transform in local space.

Type:Vector3
parent

Parent of the Transform. The hierarchical tree is actually formed by the Transform, not the GameObject.

Type:Transform or None
children

List of children

Type:list
AddComponent(component)

Calls AddComponent on the component’s GameObject.

Parameters:component (Component) – Component to add. Must inherit from Component
FullPath()[source]

Gets the full path of the Transform.

Returns:The full path of the Transform.
Return type:str
GetComponent(component)

Calls GetComponent on the component’s GameObject.

Parameters:componentClass (Component) – Component to get. Must inherit from Component
List()[source]

Prints the Transform’s full path from the root, then lists the children in alphabetical order. This results in a nice list of all GameObjects.

ReparentTo(parent)[source]

Reparent a Transform.

Parameters:parent (Transform) – The parent to reparent to.
eulerAngles

Rotation of the Transform in world space. It is measured in degrees around x, y, and z.

localEulerAngles

Rotation of the Transform in local space. It is measured in degrees around x, y, and z.

position

Position of the Transform in world space.

rotation

Rotation of the Transform in world space.

scale

Scale of the Transform in world space.

pyunity.core.tags = ['Default']

List of current tags

pyunity.errors module

Module for all exceptions and warnings related to PyUnity.

exception pyunity.errors.ComponentException[source]

Bases: pyunity.errors.PyUnityException

Class for PyUnity exceptions relating to components.

with_traceback()

Exception.with_traceback(tb) – set self.__traceback__ to tb and return self.

exception pyunity.errors.GameObjectException[source]

Bases: pyunity.errors.PyUnityException

Class for PyUnity exceptions relating to GameObjects.

with_traceback()

Exception.with_traceback(tb) – set self.__traceback__ to tb and return self.

exception pyunity.errors.PyUnityException[source]

Bases: Exception

Base class for PyUnity exceptions.

with_traceback()

Exception.with_traceback(tb) – set self.__traceback__ to tb and return self.

pyunity.input module

Module to manage getting input from window providers.

This will be imported as pyunity.Input.

pyunity.loader module

Utility functions related to loading and saving PyUnity meshes and scenes.

This will be imported as pyunity.Loader.

pyunity.loader.LoadMesh(filename)[source]

Loads a .mesh file generated by SaveMesh. It is optimized for faster loading.

Parameters:filename (str) – Name of file relative to the cwd
Returns:Generated mesh
Return type:Mesh
pyunity.loader.LoadObj(filename)[source]

Loads a .obj file to a PyUnity mesh.

Parameters:filename (str) – Name of file
Returns:A mesh of the object file
Return type:Mesh
pyunity.loader.LoadScene(sceneName, filePath=None)[source]

Load a scene from a file. Uses pickle.

Parameters:sceneName (str) – Name of the scene, without the .scene extension
Returns:Loaded scene
Return type:Scene

Notes

If there already is a scene called sceneName, then no scene will be added.

pyunity.loader.SaveMesh(mesh, name, filePath=None)[source]

Saves a mesh to a .mesh file for faster loading.

Parameters:
  • mesh (Mesh) – Mesh to save
  • name (str) – Name of the mesh
  • filePath (str, optional) – Pass in __file__ to save in directory of script, otherwise pass in the path of where you want to save the file. For example, if you want to save in C:Downloads, then give “C:Downloadsmesh.mesh”. If not specified, then the mesh is saved in the cwd.
pyunity.loader.SaveScene(scene, filePath=None)[source]

Save a scene to a file. Uses pickle.

Parameters:
  • scene (Scene) – Scene to save
  • filePath (str, optional) – Pass in __file__ to save in directory of script, otherwise pass in a directory. If not specified, then the scene is saved in the cwd.
pyunity.logger module

Utility functions to log output of PyUnity.

This will be imported as pyunity.Logger.

class pyunity.logger.Level(abbr, name)[source]

Bases: object

Represents a level or severity to log. You should never instantiate this directly, instead use one of Logging.OUTPUT, Logging.INFO, Logging.DEBUG, Logging.ERROR or Logging.WARN.

pyunity.logger.Log(*message)[source]

Logs a message with level OUTPUT.

pyunity.logger.LogLine(level, *message)[source]

Logs a line in latest.log found in these two locations: Windows: %appdata%\PyUnity\Logs\latest.log Other: /tmp/pyunity/logs/latest.log

Parameters:level (Level) – Level or severity of log.
pyunity.logger.Save()[source]

Saves a new log file with a timestamp of initializing PyUnity for the first time.

pyunity.meshes module

Module for meshes created at runtime.

class pyunity.meshes.Mesh(verts, triangles, normals)[source]

Bases: object

Class to create a mesh for rendering with a MeshRenderer

Parameters:
  • verts (list) – List of Vector3’s containing each vertex
  • triangles (list) – List of ints containing triangles joining up the vertexes. Each int is the index of a vertex above.
  • normals (list) – List of Vector3’s containing the normal of each triangle. Unlike Unity, PyUnity uses normals per triangle.
verts

List of Vector3’s containing each vertex

Type:list
triangles

List of ints containing triangles joining up the vertexes. Each int is the index of a vertex above.

Type:list
normals

List of Vector3’s containing the normal of each triangle. Unlike Unity, PyUnity uses normals per triangle.

Type:list
static cube(size)[source]

Creates a cube mesh.

Parameters:size (float) – Side length of cube
Returns:A cube centered at Vector3(0, 0, 0) that has a side length of size
Return type:Mesh
static double_quad(size)[source]

Creates a two-sided quadrilateral mesh.

Parameters:size (float) – Side length of quad
Returns:A double-sided quad centered at Vector3(0, 0) with side length of size facing in the direction of the negative z axis.
Return type:Mesh
static quad(size)[source]

Creates a quadrilateral mesh.

Parameters:size (float) – Side length of quad
Returns:A quad centered at Vector3(0, 0) with side length of size facing in the direction of the negative z axis.
Return type:Mesh
pyunity.quaternion module

Class to represent a rotation in 3D space.

class pyunity.quaternion.Quaternion(w, x, y, z)[source]

Bases: object

Class to represent a 4D Quaternion.

Parameters:
  • w (float) – Real value of Quaternion
  • x (float) – x coordinate of Quaternion
  • y (float) – y coordinate of Quaternion
  • z (float) – z coordinate of Quaternion
static Euler(vector)[source]

Create a quaternion using Euler rotations.

Parameters:vector (Vector3) – Euler rotations
Returns:Generated quaternion
Return type:Quaternion
static FromAxis(angle, a)[source]

Create a quaternion from an angle and an axis.

Parameters:
  • angle (float) – Angle to rotate
  • a (Vector3) – Axis to rotate about
RotateVector(vector)[source]

Rotate a vector by the quaternion

angleAxisPair

Gets or sets the angle and axis pair.

Notes

When getting, it returns a tuple in the form of (angle, x, y, z). When setting, assign like q.eulerAngles = (angle, vector).

conjugate

The conjugate of a unit quaternion

copy()[source]

Deep copy of the Quaternion.

Returns:A deep copy
Return type:Quaternion
eulerAngles

Gets or sets the Euler Angles of the quaternion

static identity()[source]

Identity quaternion representing no rotation

normalized()[source]

A normalized Quaternion, for rotations. If the length is 0, then the identity quaternion is returned.

Returns:A unit quaternion
Return type:Quaternion
pyunity.vector3 module

A class to represent a 3D point in space, with a lot of utility functions.

Indices and tables