Scripting

Currently all scripting is done in lua, though text assets inside of your project. multiple includes is allowed, there will be a gamemode structure to work from.

Code Reference

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Temp export of the api, will be updated more soon ````LuaAPI Core lua api that can be accessed under the global table called “api” Exported Type:LuaAPI Void Print ( message ) Logs a message to the lua console, also has a short hand to just print() Example:

GameObjectRef CreateGameObject ( name ) Creates a new gameobject on the server and returns a gameobject refrence to it Example:

Void BindEvent ( name function ) Bind a Lavender event to a lua function Example:

Void ClearEvent ( name ) Remove all bound lua functions from the named event Example:

Void RPCLuaFunction ( PlayerID functionName data )

Example:

Void CommandLuaFunction ( functionName data )

Example:

EntityRef Safe handle to a Unity gameobject returned by various api methods Exported Type:GameObjectRef DynValue GetName ( ) Gets the name of this gameobject Example:

Void SetName ( name ) Sets the name of this gameobject Example:

Void SetPos ( x y z ) Sets the world position of this gameobject Example:

DynValue GetPos ( ) Gets the world position of this gameobject Example:

Void Enable ( ) Enables this object to be processed Example:

Void Disable ( ) Disables this object, lua scripts and all unity components on it wont be processed Example:

ComponentRef GetComponent ( name ) Get a component on this gameobject if it exists Example:

ComponentRef Safe handle to a Component on a gameobject returned by various api methods Exported Type:ComponentRef