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xLua is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc.

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Unity版本 2020.3 停止游戏的时候有概率闪退,查了下日志发现是在这行: Stacktrace: at at (wrapper managed-to-native) XLua.LuaDLL.Lua.pcall_prepare (intptr,int,int) [0x0000b] in :0 at XLua.DelegateBridge.__Gen_Delegate_Imp7__Gen_Delegate_Imp16 (int) [0x0000c] in CD:\xxx\Assets\XLua\Gen\DelegatesGensBridge.cs:190198 请问 XLua.LuaDLL.Lua.pcall_prepare什么原因可能导致crash呢?

** 错误 ** 其中最后两条puerts也会产生 **环境** Model Name: MacBook Pro Model Identifier: MacBookPro18,3 Chip: Apple M1 Pro Total Number of Cores: 8 (6 performance and 2 efficiency) Memory: 16 GB

例如: require "ext_lua/init.lua" 实际c#LuaDll.lua_tostring的到的路径结果为:"ext/init"

![image](https://user-images.githubusercontent.com/53162725/177022198-0720d6c4-2c28-4eca-8174-eb68a2a9f295.png) ![image](https://user-images.githubusercontent.com/53162725/177022206-93a399db-a72c-4a2f-ab93-2f1733b90bfa.png) ![image](https://user-images.githubusercontent.com/53162725/177022208-92ca794b-8db8-4149-a796-654c64820285.png) 请问GameManager.Ins.CurrentMode == GameModeType.Build 返回false 是什么原因?应该如何使用c#定义的枚举在lua侧做条件判断? @chexiongsheng 麻烦大大抽空帮我解答一下

测试代码如下: LuaProfiler.BeginSampleCustom("Vector3 GC") for i = 1, 100, 1 do local v3 = CS.UnityEngine.Vector3(7, 8, 9) end LuaProfiler.EndSampleCustom() 测试结果如下: ![image](https://user-images.githubusercontent.com/71489070/175877428-57c05b4c-196a-4734-af9a-033775a13d8e.png) 我是不是忽略了什么配置呢?

这段代码可以正常运行,自动把1转化为`TestEnum.Value1`。 C#: ```csharp namespace LuaTest { [LuaCallCSharp] public enum TestEnum { Value1 = 1, Value2 = 2 } [LuaCallCSharp] public class TestClass { public void TestMethod(TestEnum value) { Debug.Log(value); }...

用apple m1版本的unity无法运行xlua,似乎是不支持m1版本的apple mac,请问啥时候给个m1芯片的发型版

- c# 端代码 ``` public class PlayerFire : MonoBehaviour, IPlayerFire { public void Summon(int bulletType, Vector3[] summonPosArray, BuffSource limitSource, int? skillId = 0) { ....... } } ``` - lua层引用...

举例来说: Unity ParticleSystem 类中有很多前套结构体、类,在将 ParticleSystem 生成 Wrap 代码后,打开 NOT_GEN_WARNING 宏,将使用反射的地方暴露出来 发现: ObjectTranslator 的 TryDelayWrapLoader 中 ```C# foreach (var nested_type in type.GetNestedTypes(BindingFlags.Public)) { if (nested_type.IsGenericTypeDefinition()) { continue; } GetTypeId(L, nested_type); }...