Unity Programming Languages: C# and Beyond

Unity has become one of the most popular game development engines globally, offering a versatile platform for both 2D and 3D game creation across various devices. One of the key reasons behind its widespread adoption is its support for multiple programming languages—though primarily C#—that cater to developers with different backgrounds and preferences. In this article, we will explore the role of C# in Unity, other languages historically and experimentally supported, and the direction Unity is heading when it comes to scripting and development options.

TL;DR

Unity primarily uses C# as its main programming language, offering robust tools and a large ecosystem. Other languages like UnityScript and Boo were once supported but have since been deprecated. While alternatives like visual scripting and external native code integrations exist, C# remains the most efficient and community-supported choice. Developers can expect C# to continue leading the way for Unity scripting, with opportunities to integrate other technologies as needed.

The Dominance of C# in Unity

When it comes to scripting in Unity, C# (C-Sharp) is the undisputed leader. Unity transitioned fully to C# in recent years, and for good reasons. C# offers a rich object-oriented programming environment, type safety, and access to the powerful .NET ecosystem. The Unity engine is written in C++, but the scripting API that developers use is exposed through a C# layer, allowing scripts to interact with Unity’s core features.

Some of the reasons C# continues to dominate in Unity include:

  • Strong typing and compile-time error checking
  • Object-oriented design features that match Unity’s component system
  • Compatibility with .NET libraries
  • Excellent documentation and community support

Unity’s own learning resources, tutorials, and asset store support C# extensively, making it the natural choice for both new and experienced developers.

Languages Once Supported: UnityScript and Boo

While C# is the go-to language today, Unity previously supported other programming languages—namely UnityScript and Boo.

  • UnityScript: Often mistaken for JavaScript due to syntactic similarities, UnityScript was created specifically for Unity scripting but lacked full compatibility with JavaScript standards. It was popular among beginners for a time but caused confusion due to its differences and limitations.
  • Boo: A language inspired by Python, Boo offered some unique features and concise syntax. However, it had a small user base and limited documentation, leading to its eventual decline.

Both languages were officially deprecated as of Unity 2017. The discontinuation helped streamline the toolset and reduced fragmentation, allowing Unity Technologies to focus on evolving the C# API.

Beyond C#: Visual Scripting and Bolt

While C# is dominant, Unity has explored visual scripting options to broaden accessibility. In 2018, Unity acquired Bolt, a powerful visual scripting tool, and later integrated it into the engine under the name Unity Visual Scripting.

Visual scripting enables developers—especially those from non-programming backgrounds—to design gameplay mechanics using a node-based interface. This has particularly benefited:

  • Artists and designers taking a more active development role
  • Rapid prototyping workflows
  • Education-focused environments where code literacy is still forming

While not as performant or flexible as C#, visual scripting has proven beneficial in many workspaces. That said, complex systems are often more efficient and maintainable when written in actual code rather than assembled through visual tools.

Scripting with Native Code: C++ Plugins and Beyond

Unity allows developers to enhance performance or integrate third-party systems using native code—typically in C++—through native plug-ins. This approach is useful when:

  • Low-level system calls are necessary
  • A legacy codebase already exists in another language
  • Higher performance is critical for certain modules such as physics or rendering

Using native plugins, developers can write modules in C or C++, compile them into dynamic libraries (DLLs), and then invoke these functions from C# using Platform Invocation Services (P/Invoke). While powerful, it introduces complexity, platform-specific limitations, and requires careful memory management.

Emerging Technologies and Multi-language Interoperability

Beyond traditional scripting languages, Unity is incorporating new tools and frameworks that open the door to multi-language development.

DOTS (Data-Oriented Technology Stack) is a prime example. It rewrites the fundamental approach to coding in Unity by placing emphasis on ECS (Entity-Component-System) architecture and high-performance multithreading. While the scripting is done in C#, the programming model is different and may feel like a new language altogether.

Additionally, Unity WebGL builds can take advantage of JavaScript for integration into web-based systems. And with third-party bridges and plug-ins, there’s potential to call into code written in:

  • Python (for AI or data analytics)
  • Lua (for runtime modding and user scripts)
  • Java (for Android integration)

While these are not Unity-supported scripting languages per se, their use in the ecosystem shows a growing flexibility driven by development needs.

Why C# Isn’t Going Anywhere

With each new Unity version, C# continues to get better support—thanks to continued alignment with the latest .NET standards and the integration of features like:

  • Async/await for asynchronous programming
  • Linq for querying object collections
  • Custom attributes, delegates, and reflection for advanced meta-programming

Unity’s tight coupling with Microsoft technologies ensures that C# remains optimized for game development workflows from both performance and tooling perspectives. Unity will likely continue to support and enhance its C# API for the foreseeable future, even as experimental features and integrations expand.

The Future of Unity Programming Languages

Looking ahead, Unity may not dramatically expand its language offerings, but it will likely continue building bridges toward modularity and performance. This includes improving support for:

  • Hybrid language engines via plug-ins
  • Advanced toolchains like visual editors and code generators
  • Interoperability with external APIs and ecosystems

Languages might not change much, but how developers use them—and what they can accomplish—definitely will.

FAQ

  • Q: What programming language should I use in Unity?
    A: C# is the official and recommended language for Unity development, offering full support and the most documentation.
  • Q: Can I use Python or JavaScript in Unity?
    A: Not directly. Unity used to support UnityScript (similar to JavaScript), but that has been deprecated. You can use Python or JavaScript for external tools or integrations, but not core scripting.
  • Q: What happened to Boo and UnityScript?
    A: Both were deprecated in 2017 to streamline development. C# is now the sole supported scripting language.
  • Q: Is visual scripting as powerful as writing code?
    A: For basic tasks and prototyping, yes. But complex systems are generally better implemented in C# due to performance and scalability.
  • Q: Can I use native C++ code in Unity?
    A: Yes, through native plug-ins. This allows performance-critical modules to be written in C++, but it’s more complex than using C# alone.
  • Q: Is Unity planning to support new languages in the future?
    A: There’s no official roadmap for supporting new scripting languages, but Unity focuses on adding flexibility via plug-in systems and external integrations.