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Documentation, Unity scripting languages and you

September 3, 2014 in Technology | 1 min. read
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Everybody has their favorite scripting language, and the use of different languages evolves over time. Historically, we have supported three languages: C#, UnityScript (also known as JavaScript for Unity) and Boo. Of course, we aim to concentrate our support on the languages you want to use.

Currently, according to our editor analytics statistics, the percentage of scripts created in the three languages break down like this:


This means that, as so few people use Boo, and the resources required to support it in the docs are not negligible, we’ve decided to drop support for Boo documentation for the Unity 5.0 release and use our resources in a more constructive way.

When Unity 5.0 launches, we will also drop “Create Boo Script” from the menu. That said, and very importantly, if your project contains Boo scripts, they will still work just as before.

We have listened to your feedback, and what you’ve been telling us that you really want from your documentation is C# examples across the board. As a consequence, we’re also moving internally to provide the best support for C# that we can.

Currently, most Tutorials, and Sample Assets are based around C#, and in the 5.x cycle, we’ll ensure that all our C# examples in the documentation are first-class citizens.

Side note: up until now, our internal procedure has been to write sample code using UnityScript / JavaScript, which is then automatically converted to C# and Boo. We’ve now made it possible for Unity engineers to author their examples in C# and auto-convert them to UnityScript, using a newly developed and improved C#-to-UnityScript converter.

Thus, many of the C# examples you’ve been requesting are now live, and even more will be ready when Unity 5.0 comes out. W00t!

September 3, 2014 in Technology | 1 min. read
Topics covered