Tencent
puerts
C++

PUER(普洱) Typescript. Let's write your game in UE or Unity with TypeScript.

Last updated Jul 9, 2026
6.1k
Stars
852
Forks
305
Issues
+6
Stars/day
Attention Score
94
Language breakdown
No language data available.
Files click to expand
README

Logo

license PRs Welcome Unity</em>Test Unreal</em>CI Nuget</em>Build

Unreal Releases

unreal

Unity Releases

unity-blue.svg) unity-blue.svg)

Nuget Releases

Puerts.V8.Complete Puerts.NodeJS.Complete Puerts.QuickJS.Complete Puerts.Lua.Complete Puerts.Python.Complete

跳转中文

WHAT is PuerTS?

PuerTS is a multi-language scripting solution for Unity/Unreal/DotNet.

🌐 Multi-Language Support (Unity 3.0 New!): JavaScript/TypeScript, Lua, and Python — use the language your team is most productive in, or even mix them in one project. (Unreal currently supports JavaScript/TypeScript only.)*

  • 🚀 Provides high-performance script runtimes with seamless C#/C++ interop.
  • 📝 TypeScript declaration generation for type-safe access to host engine APIs.

WHY should I use PuerTS?

  • Choose your language (Unity): PuerTS 3.0 introduces a unified ScriptEnv architecture — write game logic in TypeScript, Lua, or Python with a consistent C# bridging API. No more one-size-fits-all.
  • Massive ecosystem access: leverage npm, LuaRocks, or PyPI packages alongside professional game engines to accelerate development.
  • Type safety when you want it: TypeScript's static type checking significantly improves code robustness, while Lua and Python offer rapid prototyping flexibility.
  • High efficiency: full-engine, cross-platform reflection calls — zero boilerplate for C++/C# interop.
  • High performance: static wrapper generation for performance-critical paths, across all supported languages.
  • Talented WebGL Support: massive advantage in performance and dev efficiency, even faster than pure C# in some cases.

Quick Start (Unity)

All three languages share the same ScriptEnv API — just swap the Backend:

JavaScript / TypeScript

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendV8()); env.Eval(@" const Vector3 = CS.UnityEngine.Vector3; const Debug = CS.UnityEngine.Debug; let pos = new Vector3(1, 2, 3); Debug.Log('Hello from JS! pos = ' + pos); "); env.Dispose(); }

Lua

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendLua()); env.Eval(@" local CS = require('csharp') local Vector3 = CS.UnityEngine.Vector3 local Debug = CS.UnityEngine.Debug local pos = Vector3(1, 2, 3) Debug.Log('Hello from Lua! pos = ' .. pos:ToString()) "); env.Dispose(); }

Python

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendPython()); env.Eval(@" exec(''' import UnityEngine.Vector3 as Vector3 import UnityEngine.Debug as Debug pos = Vector3(1.0, 2.0, 3.0) Debug.Log('Hello from Python! pos = ' + pos.ToString()) ''') "); env.Dispose(); }

💡 Three languages, one API surface. Each example creates a Vector3, then calls Debug.Log — real C# interop in just a few lines.

Puerts.AI (Unity Only)

Built on top of PuerTS, Puerts.AI brings AI capabilities directly into Unity — both in the Editor and at game runtime.

Unity Editor Assistant

Puerts.AI includes a ready-to-use Unity Editor Assistant that lets you control the Unity Editor with natural language. For example:

  • "Build a medieval castle scene using basic meshes" — AI creates GameObjects, adjusts Transforms, assigns materials
  • "Analyze puerts-related logs" — AI filters and summarizes logs intelligently
  • "Check for missing scripts in the current scene" — AI traverses all GameObjects and reports issues
Any C# API is callable — the AI generates scripts that run in the PuerTS environment with full access to UnityEngine. and UnityEditor..

The Editor Assistant comes in two versions:

| | Agent Version (Built-in) | MCP Version (External) | |:---|:---|:---| | How it works | Chat directly inside a Unity Editor window | Connect from Cursor, Windsurf, Claude Desktop, or any MCP-compatible AI tool | | Speed | ⚡ Faster — no network round-trips | Communicates via HTTP/SSE | | Best for | Scene building, inspections, quick prototyping | Vibe coding workflows — AI edits code while controlling Unity to verify results |

What makes Puerts MCP different from other Unity MCP solutions?

  • No separate process — the MCP server runs directly inside the Unity process, no extra services to launch
  • Single tool, on-demand builtins — instead of registering dozens of tools upfront, it exposes only one tool; builtin modules are loaded on demand, saving context tokens while remaining equally powerful
  • Extensible via builtins & skills — add new capabilities by dropping files into the resource directory, no code changes needed

Puerts.Agent Framework

The Editor Assistant above is built with Puerts.Agent — an open, extensible LLM Agent framework. But it's not just for the editor — agents can also run in game runtime, opening up gameplay possibilities:

  • 🎮 Smart NPC Demo — Each NPC has its own LLM Agent instance and personality-driven system-prompt. NPCs generate truly dynamic dialogue based on player behavior and game state, sense their surroundings via C# APIs, and form personalized interactions through conversation memory. (SmartNPCDemo)
  • 🧩 Maze Runner Demo — An AI that autonomously navigates a 3D maze by taking screenshots to observe the environment, reasoning about viable paths, executing movement commands, and verifying results — all powered by just two builtin modules and a system-prompt.(MazeRunnerDemo)
Build your own agent by creating a simple resource directory:
Resources/my-agent/
├── system-prompt.md.txt      # Who the AI is and how it behaves
├── skills/                   # Domain knowledge documents (loaded on demand)
└── builtins/                 # Executable helper modules

HOW can I start to use PuerTS

Documentation

FAQ

How to Install

Changelog

Known issues


Select Script Backend

PuerTS supports multiple script backends. For JavaScript/TypeScript, choose from V8, QuickJS, or Node.js. PuerTS 3.0 also adds Lua and Python as first-class backends.

JavaScript Backends

  • V8 (default): Generally excellent performance, moderate code size, only includes the implementation of the ECMAScript specification, does not include Node.js API or browser API.
  • QuickJS: Performance is not as good as V8, does not support debugging, but has a small code size, suitable for scenarios where code size is critical.
  • Node.js: Supports Node.js API (OpenSSL-related APIs are not supported on Unreal Engine's mobile platform), but has a larger code size.
| JS Backend | Node API | Performance | Code Size | Debugging | Notes | | --- | --- | --- | --- | --- | --- | | V8 | ❌ | ** | | ✔️ | | | QuickJS | ❌ | * | | ❌ | | | Node.js | ✔️ | | | ✔️ | OpenSSL may be disabled |

Additional Language Backends (Unity 3.0 New!)

Note: Lua and Python backends are currently available for Unity only. Unreal Engine still supports JavaScript/TypeScript exclusively.

| Backend | Language | Performance | Platform Support | Notes | | --- | --- | --- | --- | --- | | Lua | Lua 5.4 | * | All platforms | Ideal for teams already using Lua | | Python | CPython | * | Desktop only | Great for AI/ML integration & tooling |

Avaliable on these Engine

  • unreal engine 4.22 ~ latest
  • unity 5 ~ latest
  • Any .net project

Available on these Platform

PuerTS's core code supports all platforms supported by the game engines, but each script backend has its own platform requirements:

| | Windows | Mac | Linux | Android | iOS | H5/Mini Games | | --- | --- | --- | --- | --- | --- | --- | | V8 | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Nodejs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Quickjs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Webgl | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | | Lua | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Python | ✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |

Note 1: Only V8, Nodejs, and Quickjs backends are available for Unreal. Unity supports all backends listed above. Note 2: Although the Webgl backend only supports H5/Mini Games, its scripts run in the native JS VM of the web environment, which typically delivers higher performance (e.g., JIT support in iOS Mini Games). It also provides first-class language benefits such as convenient debugging and profiling. Note 3: For JavaScript, different platforms can use different JS backends — e.g., V8 for mobile apps and Webgl for H5 — achieving full platform coverage with optimal performance.

Ask for help

Github Discussion


WHAT - 普洱TS是什么?

PuerTS 是 Unity/Unreal/Dotnet 下的多语言脚本编程解决方案

🌐 多语言支持(Unity 3.0 新特性!):JavaScript/TypeScript、LuaPython 三大语言开箱即用——团队擅长什么就用什么,同一个项目里甚至可以混用。(Unreal 目前仅支持 JavaScript/TypeScript。)*

  • 🚀 提供高性能脚本运行时,与 C#/C++ 无缝互操作。
  • 📝 提供 TypeScript 声明文件生成能力,类型安全地访问宿主引擎 API。

WHY - 为什么我该用普洱TS?

  • 自由选择语言(Unity):PuerTS 3.0 引入了统一的 ScriptEnv 架构——用 TypeScript、Lua 或 Python 编写游戏逻辑,享受一致的 C# 桥接 API,不再被某一种脚本语言绑定。
  • 海量生态随手可用:npm、LuaRocks、PyPI 的海量包 + 专业游戏引擎的渲染能力,加速开发效率。
  • 按需选择类型安全:TypeScript 的静态类型检查显著提升代码健壮性;Lua 和 Python 则提供快速原型验证的灵活性。
  • 高效:全引擎,全平台支持反射调用,无需额外步骤即可与宿主 C++/C# 通信。
  • 高性能:全引擎,全平台支持生成静态调用桥梁,所有支持的语言都兼顾了高性能场景。
  • WebGL 平台天生优势:相比其他脚本方案,PuerTS 在 WebGL 平台性能和效率上都有极大提升,极限情况甚至比纯 C# 更快。

快速上手(Unity)

三种语言共享同一套 ScriptEnv API,只需切换 Backend

JavaScript / TypeScript

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendV8()); env.Eval(@" const Vector3 = CS.UnityEngine.Vector3; const Debug = CS.UnityEngine.Debug; let pos = new Vector3(1, 2, 3); Debug.Log('Hello from JS! pos = ' + pos); "); env.Dispose(); }

Lua

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendLua()); env.Eval(@" local CS = require('csharp') local Vector3 = CS.UnityEngine.Vector3 local Debug = CS.UnityEngine.Debug local pos = Vector3(1, 2, 3) Debug.Log('Hello from Lua! pos = ' .. pos:ToString()) "); env.Dispose(); }

Python

using Puerts;
using UnityEngine;

void Start() { var env = new ScriptEnv(new BackendPython()); env.Eval(@" exec(''' import UnityEngine.Vector3 as Vector3 import UnityEngine.Debug as Debug pos = Vector3(1.0, 2.0, 3.0) Debug.Log('Hello from Python! pos = ' + pos.ToString()) ''') "); env.Dispose(); }

💡 三种语言,同一套 API。每个示例都创建了一个 Vector3,然后调用 Debug.Log ——短短几行代码即可实现真正的 C# 互操作。

Puerts.AI(仅 Unity)

基于 PuerTS 构建的 Puerts.AI,将 AI 能力直接带入 Unity——无论是编辑器还是游戏运行时。

Unity 编辑器助手

Puerts.AI 内置了一个开箱即用的 Unity 编辑器助手,让你用自然语言操控 Unity 编辑器。例如:

  • "用基础 Mesh 搭建一座中世纪城堡场景" —— AI 自动创建 GameObject、调整 Transform、设置材质
  • "分析下 puerts 相关的日志" —— AI 智能过滤并总结日志
  • "检查当前场景有没有脚本丢失" —— AI 遍历所有 GameObject 并报告问题
凡是 C# 能调用的,AI 都能做到——AI 生成的脚本运行在 PuerTS 环境中,可直接访问 UnityEngine.UnityEditor. 的完整 API。

编辑器助手有两个版本:

| | Agent 版(内置) | MCP 版(外接) | |:---|:---|:---| | 使用方式 | 在 Unity 编辑器窗口内直接对话 | 从 Cursor、Windsurf、Claude Desktop 等支持 MCP 协议的 AI 工具接入 | | 速度 | ⚡ 更快——没有网络往返 | 通过 HTTP/SSE 通信 | | 适合场景 | 场景搭建、日常检查、快速原型 | Vibe coding 工作流——AI 一边改代码一边操控 Unity 验证效果 |

Puerts MCP 与市面上其他 Unity MCP 方案有何不同?

  • 无需额外启动进程 —— MCP Server 直接跑在 Unity 进程内,不用另起服务
  • 单工具 + 按需加载 builtin —— 不像其他方案预注册几十个工具,Puerts MCP 只暴露一个工具,builtin 模块按需加载,更省上下文 token,但功能同样强大
  • 通过 builtin 和 skill 机制拓展 —— 只需往资源目录里放文件就能添加新能力,无需改代码

Puerts.Agent 框架

上面的编辑器助手就是用 Puerts.Agent 开发的——一个开放、可扩展的 LLM Agent 框架。它不仅能用于编辑器,还能跑在游戏运行时环境中,为 gameplay 玩法开发打开全新可能:

  • 🎮 智能 NPC Demo —— 每个 NPC 拥有独立的 LLM Agent 实例和个性化 system-prompt。NPC 能根据玩家行为和游戏状态生成真正动态的对话,通过 C# 接口感知周围环境,并基于对话历史形成个性化的交互体验。(SmartNPCDemo
  • 🧩 迷宫 AI Demo —— AI 自主走迷宫的 Demo,展示 Agent 通过截屏观察 + 工具调用来探索 3D 迷宫。AI 截屏观察当前视野、推理可行路径、执行移动指令、再截屏验证结果——完全自主完成,整个实现仅用了两个 builtin 模块和一段 system-prompt。(MazeRunnerDemo
构建你自己的 Agent,只需创建一个简单的资源目录:
Resources/my-agent/
├── system-prompt.md.txt      # 告诉 AI 它是谁、该怎么做
├── skills/                   # 领域知识文档(按需加载)
└── builtins/                 # 可执行的辅助模块

HOW - 我该怎么开始


常见问题

最新版本安装

改动日志

已知问题与解决办法


脚本后端选择

PuerTS 支持多种脚本后端。JavaScript/TypeScript 可选 V8、QuickJS、Node.js;3.0 新增 LuaPython 作为一等公民后端。

JavaScript 后端

  • V8(默认):综合比较优秀,高性能,代码体积适中,仅包含 ECMAScript 规范的实现,不包含 Node.js API、浏览器 API。
  • QuickJS:性能不如 V8,不支持调试,但代码体积小,适用于包体大小敏感的场景。
  • Node.js:支持 Node.js API(Unreal Engine 移动平台下不支持 OpenSSL 相关 API),代码体积较大。
| JS 后端 | Node API | 性能 | 代码体积 | 调试 | 补充 | | --- | --- | --- | --- | --- | --- | | V8 | ❌ | ** | | ✔️ | | | QuickJS | ❌ | * | | ❌ | | | Node.js | ✔️ | | | ✔️ | OpenSSL 可能被禁用 |

新增语言后端(Unity 3.0 新特性!)

注意:Lua 和 Python 后端目前仅在 Unity 版本中可用,Unreal Engine 仍仅支持 JavaScript/TypeScript。

| 后端 | 语言 | 性能 | 平台支持 | 补充 | | --- | --- | --- | --- | --- | | Lua | Lua 5.4 | * | 全平台 | 适合已有 Lua 技术栈的团队 | | Python | CPython | * | 桌面平台 | 适合 AI/ML 集成与工具链开发 |

可用引擎

  • unreal engine 4.22 ~ latest
  • unity 5 ~ latest
  • 任意.net环境

可用平台

PuerTS的核心代码支持游戏引擎支持的所有平台,但每个脚本后端有其特有的平台要求:

| | Window | Mac | Linux | Android | IOS | H5/小游戏| | --- | --- | --- | --- | --- | --- |--- | | V8 | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Nodejs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | | Quickjs | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Webgl | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | | Lua | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | | Python | ✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |

注1: Unreal下只有V8、Nodejs、Quickjs三种后端,Unity支持以上所有脚本后端 注2: Webgl后端虽然只支持H5/小游戏,但它的脚本是运行在web环境的原生js虚拟机里,通常性能更高(比如在ios小游戏环境里支持jit),也能享受first class语言诸如方便调试,profiler等好处 注3: 对于js,不同平台可以选不同的js脚本后端,比如app选v8,H5平台选Webgl实现全平台支持且性能最优

技术支持

Github Discussion

QQ群:942696334

UE4专属群:689643903

开发博客

知乎专栏

© 2026 GitRepoTrend · Tencent/puerts · Updated daily from GitHub