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AngelScript

AngelScript is the current scripting path for gameplay code in Plasma. It is provided by the AngelScript plugin, which includes runtime support, editor integration, script assets, and bindings for reflected engine types.

Use AngelScript for gameplay logic that benefits from fast iteration and does not need to be written directly in C++. Use C++ for engine-level systems, performance-critical code, renderer extensions, custom engine plugins, and integrations that need full access to the native API.

Plugin

Enable the AngelScript plugin for projects that use AngelScript assets. The plugin bundle declares the runtime plugin plAngelScriptPlugin, editor plugin plEditorPluginAngelScript, and editor engine plugin plEnginePluginAngelScript.

<IMG: Project plugin settings showing the AngelScript plugin enabled>

Typical Workflow

  1. Enable the AngelScript plugin for the project.
  2. Create an AngelScript asset in the project data directory.
  3. Write script code that uses reflected engine types and project-specific gameplay APIs.
  4. Attach or reference the script from the relevant scene object or component workflow.
  5. Run the scene and inspect compile/runtime errors in the editor output.

See Also