1. The space forums use a separate registration system from the main virtual world. To comment on these forums, you need to create a separate forum account.
    Dismiss Notice
  2. Hey there, we have two Skype groups for space early users - if you're creating content, or need help, feel free to join in either the the beginners or advanced users groups.
    Dismiss Notice

Script Snippets [LUA]

Discussion in 'General' started by Mike (CNDG), Apr 3, 2017.

  1. Mike (CNDG)

    Mike (CNDG) New Member

    Hi there,

    I'm in the process of getting hands dirty with the scripting runtime component, and decided to share the little snippets I create in hopes they help others getting into it (Make sure you share yours too!)

    Simple Light Toggle
    The first is a simple 'Click to toggle the object light'.
    For some reason, SLight.Enabled setter wasn't working, so this one changes the intensity depending on the on/off state.

    Create a Sphere, add a light and a Script Runtime, and copy the script below.

    local this = Space.Host.ExecutingObject;
    local state = 1;
    -- Toggle Light --
    local evtClick = function()
        if(state == 0) then
            this.Light.Intensity = 3.0;
            Space.Log("Light Switched On");
            state = 1;
            this.Light.Intensity = 0.0;
            Space.Log("Light Switched Off");
            state = 0;
    -- Initiate Object --

    Adam likes this.
  2. Serp

    Serp New Member

    local split = function(str,sep)
        local array = {};
        local reg = string.format("([^%s]+)",sep);
        for mem in string.gmatch(str,reg) do
            table.insert(array, mem);
        return array;
    for parsing strings since lua doesn't have one built in. Returns an array.
    I would like to build a library of useful functions like this.
    Mike (CNDG) likes this.
  3. Adam

    Adam Developer Staff Member Moderator

    I'm actually in the process of adding library support with EP10 - then you can make a bunch of .lua files which are auto-imported at the top of your scripts for defining functions. So building up libs is a good idea.
    AshaSekayi and Mike (CNDG) like this.
  4. Mike (CNDG)

    Mike (CNDG) New Member

    Changing Object Colour
    -- Parameters:  Key, Red, Green, Blue, Alpha
    Space.Host.ExecutingObject.Renderer.Material.SetColor("_Color", 1.0, 0.5, 0.5, 1.0);
    -- Quick Function
    function SetColor(R, G, B, A)
        Space.Host.ExecutingObject.Renderer.Material.SetColor("_Color", R, G, B, A);   
    SetColor(1.0, 0.5, 0.5, 1.0);
    Space Material Class Reference: http://space-files.s3.amazonaws.com/docs/client-scripting/class_s_material.html
    Unity Reference: https://docs.unity3d.com/ScriptReference/Material.SetColor.html

    The 'Key' parameter points to the Shader's Property Name (Standard has _Color and _EmissionColor )

    Last edited: Apr 4, 2017

Share This Page