{"repo":"ruccho/WaaS","free":true,"listed":false,"github":"https://github.com/ruccho/WaaS","clone":"git clone https://github.com/ruccho/WaaS.git","description":"A language-independent scripting engine for Unity and .NET using WebAssembly.","language":"C#","stars":90,"topics":["component-model","csharp","unity","wasm","webassembly"],"license":"MIT","category":"game-templates","readme_excerpt":"WaaS Stands for WebAssembly as a Script , a language-independent scripting engine for Unity and .NET. Language independent Various languages that support output to WebAssembly such as Rust, Go, MoonBit and C/C++ can be used, allowing you to choose the language that best suits your needs. Component Model supported WaaS supports the Component Model and allows you to perform practical bindings. Safe Without explicit permission, WebAssembly code cannot access the host environment's memory or functions. You can also run untrusted scripts safely. IL2CPP / NativeAOT compatible WaaS is an interpreter fully implemented in C# and does not require JIT or AOT compilation of WebAssembly itself. It can run anywhere Unity or .NET supports including platforms where JIT is prohibited, such as iOS. Use cases As a simple script in a game It can be used as a script to describe events and AI in a game. By creating scripts in small units, you can achieve fast hot reloads. As a user-created script It can be used as a script to give complex behavior to user-created contents. As a plugin system It can be used as a script to add plugins to applications created with Unity or .NET. [!NOTE] WaaS is currently very experimental and breaking changes can be made. Documentation See the documentation for installation and usage.","default_branch":null,"files":null,"tree":[],"storefront":"/r/ruccho","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/ruccho/WaaS/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}