Welcome to PyUnity’s documentation!¶
Version 0.8.3 (in development)¶
PyUnity is a pure Python 3D Game Engine that was inspired by the structure of the Unity Game Engine. This does not mean that PyUnity are bindings for the UnityEngine. However, this project has been made to facilitate any programmer, beginner or advanced, novice or veteran.
Disclaimer¶
As we have said above, this is not a set of bindings for the UnityEngine, but a pure Python library to aid in making 3D games in Python.
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 to build the package from source. The latest version is on the master branch and you can build as follows:
> git clone https://github.com/pyunity/pyunity
> git checkout master
> python setup.py install
The latest builds are on the develop
branch
which is the default branch. These builds are
sometimes broken, so use at your own risk.
> git clone https://github.com/pyunity/pyunity
> python setup.py install
Its only dependencies are PyOpenGL, PySDL2, GLFW, Pillow and PyGLM. Microsoft Visual C++ Build Tools are required on Windows for building yourself.
Links¶
For more information check out the API Documentation.
If you would like to contribute, please first see the contributing guidelines, check out the latest issues and make a pull request.
Releases¶
v0.8.2¶
Bugfix regarding Quaternion.FromDir
, Quaternion.Euler
,
abstractmethod
and 2D depth buffers.
v0.8.1¶
Bugfix regarding camera position updating and input axes.
v0.8.0¶
New features: - Rewrote documentation and docstrings - Reformatted code - F string integration - ImmutableStruct and ABCMeta metaclasses
- The ABCMeta class has more features than the default Python abc module.
Rewrote examples
Combined many functions common to both Vector2 and Vector3 into a single Vector class. - If you want to implement your own Vector classes, subclass from Vector and implement
the required abstract methods.
Fixed quaternion and rotation maths
Input axes and mouse input
Multiple lights
Different light types
Window provider caching and checking
Gui components - This includes buttons, checkboxes, images and text boxes - Rect transforms can be very flexible - Platform-specific font loading
Stub package - This will work with editors such as VSCode and PyCharm, just install pyunity-stubs from pip
Stub package: https://pypi.org/project/pyunity-stubs
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.8.0
v0.7.1¶
Extra features used in the PyUnity Editor.
Changes:
- Code of Conduct and Contributing guides
- Rewrote most of the README to clear confusion about what PyUnity really is
- RGB and HSV
- Better GameObject deleting
- ShowInInspector and HideInInspector
- Dynamic lighting
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.7.1
v0.7.0¶
New features:
- Customizable skybox
- Editor integration
- Rewrote scene saving and loading
- PYUNITY_WINDOW_PROVIDER environment variable
- Fixed example 8
Editor GitHub: https://github.com/pyunity/pyunity-gui
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.7.0
v0.6.0¶
Project structure update.
New features:
- Replaced Pygame with PySDL2
- Revamped audio module
- Fixed input bugs
- Added scene saving
- Added project saving
- Added project structure
- Automated win32 builds on Appveyor
- Removed redundant code from fixed function pipeline
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.6.0
v0.5.2¶
Small minor fix of shader inclusion in binary distributions.
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.5.2
v0.5.1¶
Bugfix that fixes the shaders and dependency management.
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.5.1
v0.5.0¶
Big rendering update that completely rewrites rendering code and optimizes it.
New features:
- Script loading
- Shaders
- Vertex buffer objects and vertex array objects
- Optimized rendering
- Colours
- Textures
- New lighting system
- New meshes and mesh loading
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.5.0
v0.4.0¶
Small release that has large internal changes.
New features:
- Added logger
- Moved around files and classes to make it more pythonic
- Rewrote docs
- Fixed huge bug that broke all versions from 0.2.0-0.3.1
- Clarified README.md
Download source code at https://github.com/pyunity/pyunity/releases/tag/0.4.0
v0.3.1¶
Bugfix on basically everything because 0.3.0 was messed up.
Download source code at https://github.com/pyunity/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/pyunity/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/pyunity/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/pyunity/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 variablea
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/pyunity/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/pyunity/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/pyunity/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/pyunity/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/pyunity/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 require you to be comfortable with using Python.
Tutorial 1: The Basics¶
Table of Contents
In this tutorial you will be learning the basics to using PyUnity, and understanding some key concepts.
What is PyUnity?¶
PyUnity is a Python implementation 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 belongs to a GameObject. A GameObject is a named object that has lots of Components on it that will affect the GameObject and other GameObjects. Components are Python objects that do specific things each frame, like rendering an object or deleting other GameObjects.
Transforms¶
Each GameObject has a special component called a Transform. A Transform holds information about the GameObject’s position, rotation and scale.
A Transform also manages the hierarchy system in PyUnity.
Each transforms can have multiple children, which are all
Transforms attached to the children GameObjects.
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 PySDL2
Trying PySDL2 as a window provider
Using window provider PySDL2
Loaded PyUnity version 0.4.0
The output beneath the import is just for debug, you
can turn it off with the environment variable
PYUNITY_DEBUG_INFO
set to "0"
.
For example:
>>> import os
>>> os.environ["PYUNITY_DEBUG_INFO"] = "0"
>>> from pyunity import *
>>> # No output
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:
- To make a Quaternion that represents no rotation, use
Quaternion.identity()
. This just means no rotation. - 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, byangle
degrees. The axis does not need to be normalized. - 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 eulerAngles
property.
In the next tutorial, we’ll be covering how to render things and use a Scene.
Tutorial 2: Rendering in Scenes¶
Table of Contents
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 4 pieces of data: the vertices (or points), the faces, the normals and the texture coordinates. Normals are just vectors saying which way the face is pointing, and texture coordinates are coordinates to represent how an image is displayed on the surface of a mesh.
For a simple object like a cube, we don’t need 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(RGB(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 PySDL2
Trying PySDL2 as a window provider
Using window provider PySDL2
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(RGB(255, 0, 0))
>>> scene.Add(cube)
Then, to run our scene, we use scene.Run()
. And now we have
a cube:

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:

Let’s say we want to place an image onto the cube. To do this, we need to change the Material and add a Texture.
>>> renderer.mat = Material(RGB(255, 255, 255), Texture2D("python.png"))
Place python.png
in the same folder as your script and run
the code. Here is the image for reference:

And here is the complete code:
from pyunity import *
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(RGB(255, 0, 0), Texture2D("python.png"))
scene.Add(cube)
scene.Run()
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¶
Table of Contents
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 have
passed since the 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(RGB(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.
Links¶
Here are some links to websites about the PyUnity project:
https://github.com/pyunity/pyunity - GitHub repository
https://pypi.org/project/pyunity - PyPi page
https://discord.gg/zTn48BEbF9 - Discord server
License¶
MIT License
Copyright (c) 2020-2021 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.
API Documentation¶
Information on specific functions, classes, and methods.
Subpackages¶
pyunity.physics package¶
Submodules¶
-
pyunity.physics.config.
gravity
= Vector3(0, -9.81, 0)¶ Gravitational constant (9.81 m/s^2)
Core classes of the PyUnity physics engine.
-
pyunity.physics.core.
Infinity
= inf¶ A representation of infinity
-
class
pyunity.physics.core.
PhysicMaterial
(restitution=0.75, friction=1, immutable=False)[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.
Manifold
(a, b, normal, penetration)[source]¶ Bases:
object
Class to store collision data.
Parameters:
-
class
pyunity.physics.core.
Collider
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.Component
Collider base class.
-
class
pyunity.physics.core.
SphereCollider
(transform)[source]¶ Bases:
pyunity.physics.core.Collider
A spherical collider that cannot be deformed.
-
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:
- The sphere’s center is checked to see if it is inside the AABB.
- If it is, then the two are colliding.
- If it isn’t, then a copy of the position is clamped to the AABB’s bounds.
- Finally, the distance between the clamped position and the original position is measured.
- If the distance is bigger than the sphere’s radius, then the two are colliding.
- If not, then they aren’t colliding.
-
-
class
pyunity.physics.core.
AABBoxCollider
(transform)[source]¶ Bases:
pyunity.physics.core.Collider
An axis-aligned box collider that cannot be deformed.
-
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:
- The sphere’s center is checked to see if it is inside the AABB.
- If it is, then the two are colliding.
- If it isn’t, then a copy of the position is clamped to the AABB’s bounds.
- Finally, the distance between the clamped position and the original position is measured.
- If the distance is bigger than the sphere’s radius, then the two are colliding.
- If not, then they aren’t colliding.
-
-
class
pyunity.physics.core.
Rigidbody
(transform, dummy=False)[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
-
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
-
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.
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.
-
GetRestitution
(a, b)[source]¶ Get the restitution needed for two rigidbodies, based on their combine function
Parameters: Returns: Restitution
Return type: float
-
Module contents¶
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()
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 haveRigidbody.gravity
set to True.
pyunity.scenes package¶
Submodules¶
Class to load, render and manage GameObjects and their various components.
You should never use the Scene
class directly, instead, only use
the SceneManager class.
-
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.
-
rootGameObjects
¶
-
Add
(gameObject)[source]¶ Add a GameObject to the scene.
Parameters: gameObject (GameObject) – The GameObject to add.
-
Remove
(gameObject)[source]¶ Remove a GameObject from the scene.
Parameters: gameObject (GameObject) – GameObject to remove. Raises: PyUnityException
– If the specified GameObject is not part of the Scene.
-
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.
-
FindComponentByType
(component)[source]¶ Finds the first matching Component that is in the Scene.
Parameters: component (type) – Component type Returns: The matching Component Return type: Component Raises: ComponentException
– If the component is not found
-
FindComponentsByType
(component)[source]¶ Finds all matching Components that are in the Scene.
Parameters: component (type) – Component type Returns: List of the matching Components Return type: list
-
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
-
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.
AddBareScene
(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.
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.
RemoveScene
(scene)[source]¶ Removes a scene from the SceneManager.
Parameters: scene (Scene) – Scene to remove
Raises: TypeError
– If the provided scene is not type ScenePyUnityException
– If the scene is not part of the SceneManager
-
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 stringPyUnityException
– When there is no scene namedname
-
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 integerPyUnityException
– When there is no scene at indexindex
-
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 ScenePyUnityException
– 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.
Module contents¶
Module to create and load Scenes.
pyunity.values package¶
Submodules¶
Class to represent a rotation in 3D space.
-
class
pyunity.values.quaternion.
Quaternion
(w, x, y, z)[source]¶ Bases:
object
Class to represent a unit quaternion, also known as a versor.
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
-
copy
()[source]¶ Deep copy of the Quaternion.
Returns: A deep copy Return type: Quaternion
-
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
-
conjugate
¶ The conjugate of a unit 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
-
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 likeq.eulerAngles = (angle, vector)
.
-
static
Euler
(vector)[source]¶ Create a quaternion using Euler rotations.
Parameters: vector (Vector3) – Euler rotations Returns: Generated quaternion Return type: Quaternion
-
eulerAngles
¶ Gets or sets the Euler Angles of the quaternion
-
class
pyunity.values.texture.
Material
(color, texture=None)[source]¶ Bases:
object
Class to hold data on a material.
-
class
pyunity.values.texture.
RGB
(r, g, b)[source]¶ Bases:
pyunity.values.texture.Color
A class to represent an RGB color.
Parameters: - r (int) – Red value (0-255)
- g (int) – Green value (0-255)
- b (int) – Blue value (0-255)
-
class
pyunity.values.vector.
Vector2
(x_or_list=None, y=None)[source]¶ Bases:
pyunity.values.vector.Vector
-
get_length_sqrd
()[source]¶ Gets the length of the vector squared. This is much faster than finding the length.
Returns: The length of the vector squared Return type: float
-
length
¶ Gets or sets the magnitude of the vector
-
normalized
()[source]¶ Get a normalized copy of the vector, or Vector2(0, 0) if the length is 0.
Returns: A normalized vector Return type: Vector2
-
normalize_return_length
()[source]¶ Normalize the vector and return its length before the normalization
Returns: The length before the normalization Return type: float
-
get_distance
(other)[source]¶ The distance between this vector and the other vector
Returns: The distance Return type: float
-
get_dist_sqrd
(other)[source]¶ The distance between this vector and the other vector, squared. It is more efficient to call this than to call get_distance and square it.
Returns: The squared distance Return type: float
-
int_tuple
¶ Return the x, y and z values of this vector as ints
-
rounded
¶ Return the x, y and z values of this vector rounded to the nearest integer
-
clamp
(min, max)[source]¶ Clamps a vector between two other vectors, resulting in the vector being as close to the edge of a bounding box created as possible.
Parameters:
-
dot
(other)[source]¶ Dot product of two vectors.
Parameters: other (Vector2) – Other vector Returns: Dot product of the two vectors Return type: float
-
-
class
pyunity.values.vector.
Vector3
(x_or_list=None, y=None, z=None)[source]¶ Bases:
pyunity.values.vector.Vector
-
copy
()[source]¶ Makes a copy of the Vector3
Returns: A shallow copy of the vector Return type: Vector3
-
get_length_sqrd
()[source]¶ Gets the length of the vector squared. This is much faster than finding the length.
Returns: The length of the vector squared Return type: float
-
length
¶ Gets or sets the magnitude of the vector
-
normalized
()[source]¶ Get a normalized copy of the vector, or Vector3(0, 0, 0) if the length is 0.
Returns: A normalized vector Return type: Vector3
-
normalize_return_length
()[source]¶ Normalize the vector and return its length before the normalization
Returns: The length before the normalization Return type: float
-
get_distance
(other)[source]¶ The distance between this vector and the other vector
Returns: The distance Return type: float
-
get_dist_sqrd
(other)[source]¶ The distance between this vector and the other vector, squared. It is more efficient to call this than to call get_distance and square it.
Returns: The squared distance Return type: float
-
int_tuple
¶ Return the x, y and z values of this vector as ints
-
rounded
¶ Return the x, y and z values of this vector rounded to the nearest integer
-
clamp
(min, max)[source]¶ Clamps a vector between two other vectors, resulting in the vector being as close to the edge of a bounding box created as possible.
Parameters:
-
dot
(other)[source]¶ Dot product of two vectors.
Parameters: other (Vector3) – Other vector Returns: Dot product of the two vectors Return type: float
-
Module contents¶
pyunity.window package¶
Submodules¶
Class to create a window using GLFW.
-
class
pyunity.window.glfwWindow.
Window
(name, resize)[source]¶ Bases:
pyunity.window.ABCWindow
A window provider that uses GLFW.
Raises: PyUnityException
– If the window creation fails
Class to create a window using FreeGLUT.
-
class
pyunity.window.glutWindow.
Window
(name, resize)[source]¶ Bases:
pyunity.window.ABCWindow
A window provider that uses FreeGLUT.
Class to create a window using PySDL2.
-
class
pyunity.window.sdl2Window.
Window
(name, resize)[source]¶ Bases:
pyunity.window.ABCWindow
A window provider that uses PySDL2.
Template window provider, use this for creating new window providers
Module contents¶
A module used to load the window providers.
The window is provided by one of three providers: GLFW, PySDL2 and GLUT. When you first import PyUnity, it checks to see if any of the three providers work. The testing order is as above, so GLUT 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.
Submodules¶
pyunity.audio module¶
Classes to manage the playback of audio.
It uses the sdl2.sdlmixer library.
A variable in the config
module called
audio
will be set to False
if the
mixer module cannot be initialized.
-
pyunity.audio.
mixer
¶
-
class
pyunity.audio.
AudioClip
(path)[source]¶ Bases:
object
Class to store information about an audio file.
-
path
¶ Path to the file
Type: str
-
music
¶ Sound chunk that can be played with an SDL2 Mixer Channel. Only set when the AudioClip is played in an
AudioSource
.Type: sdl2.sdlmixer.mixer.Mix_Chunk
-
-
class
pyunity.audio.
AudioSource
(transform)[source]¶ Bases:
pyunity.core.Component
Manages playback on an AudioSource.
-
playOnStart
¶ Whether it plays on start or not.
Type: bool
-
loop
¶ Whether it loops or not. This is not fully supported.
Type: bool
-
SetClip
(clip)[source]¶ Sets a clip for the AudioSource to play.
Parameters: clip (AudioClip) – AudioClip to play
-
Playing
¶ Gets if the AudioSource is playing.
-
-
class
pyunity.audio.
AudioListener
(transform)[source]¶ Bases:
pyunity.core.Component
Class to receive audio events and to base spatial sound from. By default the Main Camera has an AudioListener, but you can also remove it and add a new one to another GameObject in a Scene. There can only be one AudioListener, otherwise sound is disabled.
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 PySDL2
Trying PySDL2 as a window provider
Using window provider PySDL2
Loaded PyUnity version 0.8.3
>>> mat = Material(RGB(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.
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 nameIndexError
– If there is no tag at the provided indexTypeError
– If the argument is not a str or int
-
tagName
¶ Tag name
Type: str
-
tag
¶ Tag index of the list of tags
Type: int
-
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
-
static
BareObject
(name='GameObject')[source]¶ Create a bare GameObject with no components or attributes.
Parameters: name (str) – Name of the GameObject
-
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, use GetComponents.
Parameters: componentClass (Component) – Component to get. Must inherit from Component
Returns: The specified component, or None if the component is not found Return type: Component or None
-
RemoveComponent
(componentClass)[source]¶ Removes the first matching component from a GameObject.
Parameters: componentClass (type) – Component to remove
Raises: ComponentException
– If the GameObject doesn’t have the specified componentComponentException
– If the specified component is a Transform
-
class
pyunity.core.
HideInInspector
(type=None, default=None)[source]¶ Bases:
object
An attribute that should be saved when saving a project, but not shown in the Inspector of the PyUnityEditor.
-
type
¶ Type of the variable
Type: type
-
default
¶ Default value (will be set to the Behaviour)
Type: Any
-
name
¶ None
Type: NoneType
-
-
class
pyunity.core.
ShowInInspector
(type=None, default=None, name=None)[source]¶ Bases:
pyunity.core.HideInInspector
An attribute that should be saved when saving a project, and shown in the Inspector of the PyUnityEditor.
-
type
¶ Type of the variable
Type: type
-
default
¶ Default value (will be set to the Behaviour)
Type: Any
-
name
¶ Alternate name shown in the Inspector
Type: str
-
-
class
pyunity.core.
Component
(transform, is_dummy=False)[source]¶ Bases:
object
Base class for built-in components.
-
gameObject
¶ GameObject that the component belongs to.
Type: GameObject
-
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
-
RemoveComponent
(component)[source]¶ Calls RemoveComponent on the component’s GameObject.
Parameters: component (Component) – Component to remove. Must inherit from Component
-
GetComponents
(component)[source]¶ Calls GetComponents on the component’s GameObject.
Parameters: componentClass (Component) – Component to get. Must inherit from Component
-
RemoveComponents
(component)[source]¶ Calls RemoveComponents on the component’s GameObject.
Parameters: component (Component) – Component to remove. Must inherit from Component
-
scene
¶ Get either the scene of the GameObject or the current running scene.
-
-
class
pyunity.core.
SingleComponent
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.Component
Represents a component that can be added only once.
-
class
pyunity.core.
Transform
(transform=None)[source]¶ Bases:
pyunity.core.SingleComponent
Class to hold data about a GameObject’s transformation.
-
gameObject
¶ GameObject that the component belongs to.
Type: GameObject
-
localRotation
¶ Rotation of the Transform in local space.
Type: Quaternion
-
parent
¶ Parent of the Transform. The hierarchical tree is actually formed by the Transform, not the GameObject. Do not modify this attribute.
Type: Transform or None
-
children
¶ List of children
Type: list
-
position
¶ Position of the Transform in world space.
-
rotation
¶ Rotation of the Transform in world space.
-
localEulerAngles
¶ Rotation of the Transform in local space. It is measured in degrees around x, y, and z.
-
eulerAngles
¶ Rotation of the Transform in world space. It is measured in degrees around x, y, and z.
-
scale
¶ Scale of the Transform in world space.
-
ReparentTo
(parent)[source]¶ Reparent a Transform.
Parameters: parent (Transform) – The parent to reparent to.
-
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.
-
FullPath
()[source]¶ Gets the full path of the Transform.
Returns: The full path of the Transform. Return type: str
-
LookAtTransform
(transform)[source]¶ Face towards another transform’s position.
Parameters: transform (Transform) – Transform to face towards Notes
The rotation generated may not be upright, and to fix this just use
transform.rotation.eulerAngles *= Vector3(1, 1, 0)
which will remove the Z component of the Euler angles.
-
LookAtGameObject
(gameObject)[source]¶ Face towards another GameObject’s position. See Transform.LookAtTransform for details.
Parameters: gameObject (GameObject) – GameObject to face towards
-
-
class
pyunity.core.
LightType
[source]¶ Bases:
enum.IntEnum
An enumeration.
-
Point
= 0¶
-
Directional
= 1¶
-
Spot
= 2¶
-
-
class
pyunity.core.
Light
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.SingleComponent
Component to hold data about the light in a scene.
-
intensity
¶ Intensity of light
Type: int
-
type
= 0¶
-
-
class
pyunity.core.
MeshRenderer
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.SingleComponent
Component to render a mesh at the position of a transform.
pyunity.errors module¶
Module for all exceptions and warnings related to PyUnity.
-
exception
pyunity.errors.
PyUnityException
[source]¶ Bases:
Exception
Base class for PyUnity exceptions.
-
exception
pyunity.errors.
ComponentException
[source]¶ Bases:
pyunity.errors.PyUnityException
Class for PyUnity exceptions relating to components.
-
exception
pyunity.errors.
GameObjectException
[source]¶ Bases:
pyunity.errors.PyUnityException
Class for PyUnity exceptions relating to GameObjects.
pyunity.files module¶
Module to load files and scripts. Also manages project structure.
-
pyunity.files.
convert
(type, list)[source]¶ Converts a Python array to a C type from
ctypes
.Parameters: - type (_ctypes.PyCSimpleType) – Type to cast to.
- list (list) – List to cast
Returns: A C array
Return type: object
-
class
pyunity.files.
Behaviour
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.Component
Base class for behaviours that can be scripted.
-
gameObject
¶ GameObject that the component belongs to.
Type: GameObject
-
Update
(dt)[source]¶ Called every frame.
Parameters: dt (float) – Time since last frame, sent by the scene that the Behaviour is in.
-
-
class
pyunity.files.
Scripts
[source]¶ Bases:
object
Utility class for loading scripts in a folder.
-
static
CheckScript
(text)[source]¶ Check if
text
is a valid script for PyUnity.Parameters: text (list) – List of lines Returns: If script is valid or not. Return type: bool Notes
This function checks each line to see if it matches at least one of these criteria:
- The line is an
import
statement - The line is just whitespace or blank
- The line is just a comment preceded by whitespace or nothing
- The line is a class definition
- The line has an indentation at the beginning
These checks are essential to ensure no malicious code is run to break the PyUnity engine.
- The line is an
-
static
LoadScripts
(path)[source]¶ Loads all scripts found in
path
.Parameters: path (Pathlike) – A path to a folder containing all the scripts Returns: A module that contains all the imported scripts Return type: ModuleType Notes
This function will add a module to
sys.modules
that is calledPyUnityScripts
, and can be imported like any other module. The module will also have a variable called__pyunity__
which shows that it is from PyUnity and not a real module. If an existing module namedPyUnityScripts
is present and does not have the__pyunity__
variable set, then a warning will be issued and it will be replaced.
-
static
pyunity.gui module¶
-
class
pyunity.gui.
Canvas
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.Component
-
class
pyunity.gui.
RectAnchors
(min_or_both=None, max=None)[source]¶ Bases:
pyunity.gui.RectData
-
class
pyunity.gui.
RectOffset
(min_or_both=None, max=None)[source]¶ Bases:
pyunity.gui.RectData
-
class
pyunity.gui.
RectTransform
(transform)[source]¶ Bases:
pyunity.core.SingleComponent
-
class
pyunity.gui.
GuiComponent
(transform, is_dummy=False)[source]¶ Bases:
pyunity.core.Component
-
class
pyunity.gui.
NoResponseGuiComponent
(transform, is_dummy=False)[source]¶ Bases:
pyunity.gui.GuiComponent
-
class
pyunity.gui.
Button
(transform, is_dummy=False)[source]¶ Bases:
pyunity.gui.GuiComponent
-
callback
()¶
-
state
= 1¶
-
mouseButton
= 1¶
-
-
pyunity.gui.
FontLoader
¶ alias of
pyunity.gui.UnixFontLoader
-
class
pyunity.gui.
TextAlign
[source]¶ Bases:
enum.IntEnum
An enumeration.
-
Left
= 1¶
-
Center
= 2¶
-
Right
= 3¶
-
-
class
pyunity.gui.
Text
(transform)[source]¶ Bases:
pyunity.gui.NoResponseGuiComponent
-
centeredX
= 1¶
-
centeredY
= 2¶
-
-
class
pyunity.gui.
CheckBox
(transform, is_dummy=False)[source]¶ Bases:
pyunity.gui.GuiComponent
pyunity.input module¶
-
class
pyunity.input.
KeyState
[source]¶ Bases:
enum.IntEnum
An enumeration.
-
UP
= 1¶
-
DOWN
= 2¶
-
PRESS
= 3¶
-
NONE
= 4¶
-
-
class
pyunity.input.
KeyCode
[source]¶ Bases:
enum.IntEnum
An enumeration.
-
A
= 1¶
-
B
= 2¶
-
C
= 3¶
-
D
= 4¶
-
E
= 5¶
-
F
= 6¶
-
G
= 7¶
-
H
= 8¶
-
I
= 9¶
-
J
= 10¶
-
K
= 11¶
-
L
= 12¶
-
M
= 13¶
-
N
= 14¶
-
O
= 15¶
-
P
= 16¶
-
Q
= 17¶
-
R
= 18¶
-
S
= 19¶
-
T
= 20¶
-
U
= 21¶
-
V
= 22¶
-
W
= 23¶
-
X
= 24¶
-
Y
= 25¶
-
Z
= 26¶
-
Space
= 27¶
-
Alpha0
= 28¶
-
Alpha1
= 29¶
-
Alpha2
= 30¶
-
Alpha3
= 31¶
-
Alpha4
= 32¶
-
Alpha5
= 33¶
-
Alpha6
= 34¶
-
Alpha7
= 35¶
-
Alpha8
= 36¶
-
Alpha9
= 37¶
-
F1
= 38¶
-
F2
= 39¶
-
F3
= 40¶
-
F4
= 41¶
-
F5
= 42¶
-
F6
= 43¶
-
F7
= 44¶
-
F8
= 45¶
-
F9
= 46¶
-
F10
= 47¶
-
F11
= 48¶
-
F12
= 49¶
-
Keypad0
= 50¶
-
Keypad1
= 51¶
-
Keypad2
= 52¶
-
Keypad3
= 53¶
-
Keypad4
= 54¶
-
Keypad5
= 55¶
-
Keypad6
= 56¶
-
Keypad7
= 57¶
-
Keypad8
= 58¶
-
Keypad9
= 59¶
-
Up
= 60¶
-
Down
= 61¶
-
Left
= 62¶
-
Right
= 63¶
-
-
class
pyunity.input.
MouseCode
[source]¶ Bases:
enum.IntEnum
An enumeration.
-
Left
= 1¶
-
Middle
= 2¶
-
Right
= 3¶
-
-
class
pyunity.input.
Input
[source]¶ Bases:
object
-
classmethod
GetKey
(keycode)[source]¶ Check if key is pressed at moment of function call
Parameters: keycode (KeyCode) – Key to query Returns: If the key is pressed Return type: boolean
-
classmethod
GetKeyUp
(keycode)[source]¶ Check if key was released this frame.
Parameters: keycode (KeyCode) – Key to query Returns: If the key was released Return type: boolean
-
classmethod
GetKeyDown
(keycode)[source]¶ Check if key was pressed down this frame.
Parameters: keycode (KeyCode) – Key to query Returns: If the key was pressed down Return type: boolean
-
classmethod
GetKeyState
(keycode, keystate)[source]¶ Check key state at moment of function call
Parameters: Returns: If the key state matches
Return type: boolean
-
classmethod
GetMouse
(mousecode)[source]¶ Check if mouse button is pressed at moment of function call
Parameters: mousecode (MouseCode) – Mouse button to query Returns: If the mouse button is pressed Return type: boolean
-
classmethod
GetMouseUp
(mousecode)[source]¶ Check if mouse button was released this frame.
Parameters: mousecode (MouseCode) – Mouse button to query Returns: If the mouse button was released Return type: boolean
-
classmethod
GetMouseDown
(mousecode)[source]¶ Check if mouse button was pressed down this frame.
Parameters: mousecode (MouseCode) – Mouse button to query Returns: If the mouse button was pressed down Return type: boolean
-
classmethod
GetMouseState
(mousecode, mousestate)[source]¶ Check for mouse button state at moment of function call
Parameters: Returns: If the mouse button state matches
Return type: boolean
-
classmethod
GetAxis
(axis)[source]¶ Get the value for the specified axis. This is always between -1 and 1.
Parameters: axis (str) – Specified axis Returns: Axis value Return type: float Raises: PyUnityException
– If the axis is not a valid axis
-
classmethod
pyunity.loader module¶
Utility functions related to loading and saving PyUnity meshes and scenes.
This will be imported as pyunity.Loader
.
-
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.
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.
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.
components
= {'AABBoxCollider': <class 'pyunity.physics.core.AABBoxCollider'>, 'AudioListener': <class 'pyunity.audio.AudioListener'>, 'AudioSource': <class 'pyunity.audio.AudioSource'>, 'Camera': <class 'pyunity.render.Camera'>, 'Light': <class 'pyunity.core.Light'>, 'MeshRenderer': <class 'pyunity.core.MeshRenderer'>, 'Rigidbody': <class 'pyunity.physics.core.Rigidbody'>, 'SphereCollider': <class 'pyunity.physics.core.SphereCollider'>, 'Transform': <class 'pyunity.core.Transform'>}¶ List of all components by name
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.
-
class
pyunity.logger.
Special
(func)[source]¶ Bases:
object
Class to represent a special line to log. You should never instantiate this class, instead use one of Logger.RUNNING_TIME.
-
pyunity.logger.
LogLine
(level, *message, silent=False)[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.
LogException
(e)[source]¶ Log an exception.
Parameters: e (Exception) – Exception to log
-
pyunity.logger.
LogSpecial
(level, type)[source]¶ Log a line of level level with a special line that is generated at runtime.
Parameters:
pyunity.meshes module¶
Module for meshes created at runtime.
-
class
pyunity.meshes.
Mesh
(verts, triangles, normals, texcoords=None)[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 vertices. Each int is the index of a vertex above.
- normals (list) – List of Vector3’s containing the normal of each vertex.
-
verts
¶ List of Vector3’s containing each vertex
Type: list
-
triangles
¶ List of lists containing triangles joining up the vertices. Each int is the index of a vertex above. The list is two-dimesional, meaning that each item in the list is a list of three ints.
Type: list
-
normals
¶ List of Vector3’s containing the normal of each vertex.
Type: list
-
texcoords
¶ List of lists containing the texture coordinate of each vertex. The list is two-dimesional, meaning that each item in the list is a list of two floats.
Type: list (optional)
Notes
When any of the mesh attributes are updated while a scene is running, you must use
compile(force=True)
to update the mesh so that it is displayed correctly.>>> mesh = Mesh.cube(2) >>> mesh.vertices[1] = Vector3(2, 0, 0) >>> mesh.compile(force=True)
-
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.render module¶
Classes to aid in rendering in a Scene.
-
pyunity.render.
gen_buffers
(mesh)[source]¶ Create buffers for a mesh.
Parameters: mesh (Mesh) – Mesh to create buffers for Returns: Tuple containing a vertex buffer object and an index buffer object. Return type: tuple
-
pyunity.render.
gen_array
()[source]¶ Generate a vertex array object.
Returns: A vertex buffer object of floats. Has 3 elements: # vertex # normal # texcoord x, y, z, a, b, c, u, v
Return type: Any
-
class
pyunity.render.
Shader
(vertex, frag, name)[source]¶ Bases:
object
-
compile
()[source]¶ Compiles shader and generates program. Checks for errors.
Notes
This function will not work if there is no active framebuffer.
-
static
fromFolder
(path, name)[source]¶ Create a Shader from a folder. It must contain
vertex.glsl
andfragment.glsl
.Parameters: - path (str) – Path of folder to load
- name (str) – Name to register this shader to. Used with Camera.SetShader.
-
setVec3
(var, val)[source]¶ Set a
vec3
uniform variable.Parameters: - var (bytes) – Variable name
- val (Any) – Value of uniform variable
-
setMat4
(var, val)[source]¶ Set a
mat4
uniform variable.Parameters: - var (bytes) – Variable name
- val (Any) – Value of uniform variable
-
setInt
(var, val)[source]¶ Set an
int
uniform variable.Parameters: - var (bytes) – Variable name
- val (Any) – Value of uniform variable
-
-
class
pyunity.render.
Camera
(transform)[source]¶ Bases:
pyunity.core.SingleComponent
Component to hold data about the camera in a scene.
-
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
-
fov
¶ FOV of camera
-
Resize
(width, height)[source]¶ Resizes the viewport on screen size change.
Parameters: - width (int) – Width of new window
- height (int) – Height of new window
-
Render
(renderers, lights)[source]¶ Render specific renderers, taking into account light positions.
Parameters: - renderers (List[MeshRenderer]) – Which meshes to render
- lights (List[Light]) – Lights to load into shader
-