🚀 New Update: Scripting System Now Supported in the Untold Engine #908
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I’m excited to share that the Untold Engine now includes full scripting support through a new Swift-based workflow powered by the USC DSL (Untold Script).
This update brings integrated gameplay scripting directly into the UntoldEditor — letting you create, edit, build, and hot-reload logic as part of your normal workflow.
You can find a general introduction to the Scripting System here.
For a detailed walkthrough of the scripting workflow, including UI flow and project layout, see the scripting workflow documentation on the docs site. :contentReference[oaicite:0]{index=0}
🎯 What’s New
✅ Integrated Script Creation Workflow
You can now create scripts directly from the UntoldEditor toolbar:
YourAssetFolder/Scripts/✅ Xcode-Powered Script Development
With one click, you can open the script package in Xcode and get:
GenerateScripts.swiftentry point you controlCmd+Rbuild step that:.uscriptfiles intoScripts/Generated/Build artifacts and generated files are ignored by default via
.gitignore, so only your Swift source lives in version control.✅ Entity-Level Script Components
Scripts are now part of the entity workflow via a ScriptComponent:
.uscriptfile from the Asset Browser.uscript✅ USC DSL for Gameplay Logic
The USC DSL gives you a structured way to define behavior, such as:
onStart()— runs once when Play mode startsonUpdate()— runs every frame"W"for movement)With these building blocks, you can implement:
📁 Project Structure (Generated for You)
Once initialized, your project scripts folder is structured as:
🙏 Feedback
This scripting system is a big step toward making the Untold Engine a complete, end-to-end game and scene creation environment.
If you try it out:
Your feedback will directly shape where the scripting system goes next.
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