High performance Lua interpreter implemented in C# for .NET and Unity
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Lua-CSharp is a library that provides a Lua interpreter implemented in C#. By integrating Lua-CSharp, you can easily embed Lua scripts into your .NET applications.
Lua-CSharp leverages the latest C# features, designed with low allocation and high performance in mind. It is optimized to deliver maximum performance when used for interoperation between C# and Lua in C# applications. Below is a benchmark comparison with MoonSharp and NLua:
MoonSharp generally provides good speed but incurs significant allocations due to its design. NLua, being a C-binding implementation, is fast, but introduces substantial overhead when interacting with the C# layer. Lua-CSharp, fully implemented in C#, allows for seamless interaction with C# code without additional overhead. Moreover, it operates reliably in AOT environments since it does not rely on IL generation.
To use Lua-CSharp, .NET Standard 2.1 or higher is required. The package can be obtained from NuGet.
dotnet add package LuaCSharp
Install-Package LuaCSharp
Lua-CSharp can also be used in Unity (works with both Mono and IL2CPP).
NuGet > Manage NuGet Packages
, search for the LuaCSharp
package, and install it.By using the LuaState
class, you can execute Lua scripts from C#. Below is a sample code that evaluates a simple calculation written in Lua.
using Lua;
// Create a LuaState
var state = LuaState.Create();
// Execute a Lua script string with DoStringAsync
var results = await state.DoStringAsync("return 1 + 1");
// 2
Console.WriteLine(results[0]);
[!WARNING]
LuaState
is not thread-safe. Do not access it from multiple threads simultaneously.
Values in Lua scripts are represented by the LuaValue
type. The value of a LuaValue
can be read using TryRead<T>(out T value)
or Read<T>()
.
var results = await state.DoStringAsync("return 1 + 1");
// double
var value = results[0].Read<double>();
You can also get the type of the value from the Type
property.
var isNil = results[0].Type == LuaValueType.Nil;
Below is a table showing the type mapping between Lua and C#.
Lua | C# |
---|---|
nil |
LuaValue.Nil |
boolean |
bool |
string |
string |
number |
double , float |
table |
LuaTable |
function |
LuaFunction |
userdata |
LuaUserData |
thread |
LuaThread |
When creating a LuaValue
from the C# side, compatible types are implicitly converted into LuaValue
.
LuaValue value;
value = 1.2; // double -> LuaValue
value = "foo"; // string -> LuaValue
value = new LuaTable() // LuaTable -> LuaValue
Lua tables are represented by the LuaTable
type. They can be used similarly to LuaValue[]
or Dictionary<LuaValue, LuaValue>
.
// Create a table in Lua
var results = await state.DoStringAsync("return { a = 1, b = 2, c = 3 }");
var table1 = results[0].Read<LuaTable>();
// 1
Console.WriteLine(table1["a"]);
// Create a table in C#
results = await state.DoStringAsync("return { 1, 2, 3 }");
var table2 = results[0].Read<LuaTable>();
// 1 (Note: Lua arrays are 1-indexed)
Console.WriteLine(table2[1]);
You can access Lua's global environment through state.Environment
. This table allows for easy value exchange between Lua and C#.
// Set a = 10
state.Environment["a"] = 10;
var results = await state.DoStringAsync("return a");
// 10
Console.WriteLine(results[0]);
You can use Lua's standard libraries as well. By calling state.OpenStandardLibraries()
, the standard library tables are added to the LuaState
.
using Lua;
using Lua.Standard;
var state = LuaState.Create();
// Add standard libraries
state.OpenStandardLibraries();
var results = await state.DoStringAsync("return math.pi");
Console.WriteLine(results[0]); // 3.141592653589793
For more details on standard libraries, refer to the Lua official manual.
[!WARNING] Lua-CSharp does not support all functions of the standard libraries. For details, refer to the Compatibility section.
Lua functions are represented by the LuaFunction
type. With LuaFunction
, you can call Lua functions from C#, or define functions in C# that can be called from Lua.
-- lua2cs.lua
local function add(a, b)
return a + b
end
return add;
var results = await state.DoFileAsync("lua2cs.lua");
var func = results[0].Read<LuaFunction>();
// Execute the function with arguments
var funcResults = await func.InvokeAsync(state, new[] { 1, 2 });
// 3
Console.WriteLine(funcResults[0]);
It is possible to create a LuaFunction
from a lambda expression.
// Add the function to the global environment
state.Environment["add"] = new LuaFunction((context, buffer, ct) =>
{
// Get the arguments using context.GetArgument<T>()
var arg0 = context.GetArgument<double>(0);
var arg1 = context.GetArgument<double>(1);
// Write the return value to the buffer
buffer.Span[0] = arg0 + arg1;
// Return the number of values
return new(1);
});
// Execute a Lua script
var results = await state.DoFileAsync("cs2lua.lua");
// 3
Console.WriteLine(results[i]);
-- cs2lua.lua
return add(1, 2)
[!TIP]
Defining functions withLuaFunction
can be somewhat verbose. When adding multiple functions, it is recommended to use the Source Generator with the[LuaObject]
attribute. For more details, see the LuaObject section.
LuaFunction
operates asynchronously. Therefore, you can define a function that waits for an operation in Lua, such as the example below:
// Define a function that waits for the given number of seconds using Task.Delay
state.Environment["wait"] = new LuaFunction(async (context, buffer, ct) =>
{
var sec = context.GetArgument<double>(0);
await Task.Delay(TimeSpan.FromSeconds(sec));
return 0;
});
await state.DoFileAsync("sample.lua");
-- sample.lua
print "hello!"
wait(1.0) -- wait 1 sec
print "how are you?"
wait(1.0) -- wait 1 sec
print "goodbye!"
This code can resume the execution of the Lua script after waiting with await, as shown in the following figure. This is very useful when writing scripts to be incorporated into games.
Lua coroutines are represented by the LuaThread
type.
Coroutines can not only be used within Lua scripts, but you can also await Lua-created coroutines from C#.
-- coroutine.lua
local co = coroutine.create(function()
for i = 1, 10 do
print(i)
coroutine.yield()
end
end)
return co
var results = await state.DoFileAsync("coroutine.lua");
var co = results[0].Read<LuaThread>();
for (int i = 0; i < 10; i++)
{
var resumeResults = await co.ResumeAsync(state);
// Similar to coroutine.resume(), returns true on success and the return values afterward
// 1, 2, 3, 4, ...
Console.WriteLine(resumeResults[1]);
}
By applying the [LuaObject]
attribute, you can create custom classes that run within Lua. Adding this attribute to a class that you wish to use in Lua allows the Source Generator to automatically generate the code required for interaction from Lua.
The following is an example implementation of a wrapper class for System.Numerics.Vector3
that can be used in Lua:
using System.Numerics;
using Lua;
var state = LuaState.Create();
// Add an instance of the defined LuaObject as a global variable
// (Implicit conversion to LuaValue is automatically defined for classes with the LuaObject attribute)
state.Environment["Vector3"] = new LuaVector3();
await state.DoFileAsync("vector3_sample.lua");
// Add LuaObject attribute and partial keyword
[LuaObject]
public partial class LuaVector3
{
Vector3 vector;
// Add LuaMember attribute to members that will be used in Lua
// The argument specifies the name used in Lua (if omitted, the member name is used)
[LuaMember("x")]
public float X
{
get => vector.X;
set => vector = vector with { X = value };
}
[LuaMember("y")]
public float Y
{
get => vector.Y;
set => vector = vector with { Y = value };
}
[LuaMember("z")]
public float Z
{
get => vector.Z;
set => vector = vector with { Z = value };
}
// Static methods are treated as regular Lua functions
[LuaMember("create")]
public static LuaVector3 Create(float x, float y, float z)
{
return new LuaVector3()
{
vector = new Vector3(x, y, z)
};
}
// Instance methods implicitly receive the instance (this) as the first argument
// In Lua, this is accessed with instance:method() syntax
[LuaMember("normalized")]
public LuaVector3 Normalized()
{
return new LuaVector3()
{
vector = Vector3.Normalize(vector)
};
}
}
-- vector3_sample.lua
local v1 = Vector3.create(1, 2, 3)
-- 1 2 3
print(v1.x, v1.y, v1.z)
local v2 = v1:normalized()
-- 0.26726123690605164 0.5345224738121033 0.8017836809158325
print(v2.x, v2.y, v2.z)
The types of fields/properties with the [LuaMember]
attribute, as well as the argument and return types of methods, must be either LuaValue
or convertible to/from LuaValue
.
Return types such as void
, Task/Task<T>
, ValueTask/ValueTask<T>
, UniTask/UniTask<T>
, and Awaitable/Awaitable<T>
are also supported.
If the type is not supported, the Source Generator will output a compile-time error.
By adding the [LuaMetamethod]
attribute, you can designate a C# method to be used as a Lua metamethod.
Here is an example that adds the __add
, __sub
, and __tostring
metamethods to the LuaVector3
class:
[LuaObject]
public partial class LuaVector3
{
// The previous implementation is omitted
[LuaMetamethod(LuaObjectMetamethod.Add)]
public static LuaVector3 Add(LuaVector3 a, LuaVector3 b)
{
return new LuaVector3()
{
vector = a.vector + b.vector
};
}
[LuaMetamethod(LuaObjectMetamethod.Sub)]
public static LuaVector3 Sub(LuaVector3 a, LuaVector3 b)
{
return new LuaVector3()
{
vector = a.vector - b.vector
};
}
[LuaMetamethod(LuaObjectMetamethod.ToString)]
public override string ToString()
{
return vector.ToString();
}
}
local v1 = Vector3.create(1, 1, 1)
local v2 = Vector3.create(2, 2, 2)
print(v1) -- <1, 1, 1>
print(v2) -- <2, 2, 2>
print(v1 + v2) -- <3, 3, 3>
print(v1 - v2) -- <-1, -1, -1>
[!NOTE]
__index
and__newindex
cannot be set as they are used internally by the code generated by[LuaObject]
.
In Lua, you can load modules using the require
function. In regular Lua, modules are managed by searchers within the package.searchers
function list. In Lua-CSharp, this is replaced by the ILuaModuleLoader
interface.
public interface ILuaModuleLoader
{
bool Exists(string moduleName);
ValueTask<LuaModule> LoadAsync(string moduleName, CancellationToken cancellationToken = default);
}
You can set the LuaState.ModuleLoader
to change how modules are loaded. By default, the FileModuleLoader
is set to load modules from Lua files.
You can also combine multiple loaders using CompositeModuleLoader.Create(loader1, loader2, ...)
.
state.ModuleLoader = CompositeModuleLoader.Create(
new FileModuleLoader(),
new CustomModuleLoader()
);
Loaded modules are cached in the package.loaded
table, just like regular Lua. This can be accessed via LuaState.LoadedModules
.
Lua script parsing errors and runtime exceptions throw exceptions that inherit from LuaException
. You can catch these to handle errors during execution.
try
{
await state.DoFileAsync("filename.lua");
}
catch (LuaParseException)
{
// Handle parsing errors
}
catch (LuaRuntimeException)
{
// Handle runtime exceptions
}
Lua-CSharp is designed with integration into .NET in mind, so there are several differences from the C implementation.
Lua-CSharp does not support Lua bytecode (tools like luac
cannot be used). Only Lua source code can be executed.
The character encoding used in Lua-CSharp is UTF-16. Since standard Lua assumes a single-byte character encoding, string behavior differs significantly.
For example, in regular Lua, the following code outputs 15
, but in Lua-CSharp, it outputs 5
.
local l = string.len("あいうえお")
print(l)
All string library functions handle strings as UTF-16.
Since Lua-CSharp is implemented in C#, it relies on .NET's garbage collector. As a result, memory management behavior differs from regular Lua.
While collectgarbage()
is available, it simply calls the corresponding .NET garbage collection method and may not exhibit the same behavior as C's Lua garbage collector.
Lua-CSharp is licensed under the MIT License.