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Gameplay language bindings

Back to Use gameplay actions.

Every supported script type exposes Tween, Ease, Movement, Animation, Sequence / Timeline, Timer, Smooth / Interpolation, Path, Camera, Physics, Effects, Audio, and Events. Clock controls the shared scene clock. Callbacks stay in their language runtime; action state and math stay in Rust.

LanguageAccess and construction
Lua 5.4 / LuauGlobals; Sequence.new(); dot or colon handle calls
JavaScript / HTML inline JSGlobals; Sequence.new(); member calls
PythonImport modules from rustic; Sequence.new()
C++Namespaces; Sequence::create(); returned shared handle uses -> (chained methods return a reference)
C#using static Rustic; Sequence.New(); typed option/clip records
JavaExtend Rustic; Sequence.create(); .waitFor(seconds); typed records
PHPStatic classes; Sequence::create(); returned handle uses ->
CFunction tables such as Tween.move; typed structs; callbacks are function pointers

C uses Sequence.create() and explicit Sequence.destroy(&builder) / Path.destroy(&path) for builder storage. Playback owns its action data after scheduling. C query list strings last until the next lifecycle callback; copy any string you retain. An omitted C callback or easing is NULL; easing then defaults to Linear. Native bindings provide typed motion options (MotionOptions, RusticMotionOptions) for duration or speed. C uses Tween.toOptions / Movement.moveToOptions for those options.

For external languages, install the toolchain in its language guide and regenerate the Programming Workspace after upgrading. Python imports the modules it uses, for example: from rustic import rustic, run, Tween, Animation, Physics, Audio, Clock.

PHP and HTML entries remain restricted to ui/; CSS alone executes no actions.

Interpolation aliases Smooth in every SDK. Clock.state() returns scale and paused in every gameplay language. C uses RusticClockState and sets time scale with Clock.timeScale(value); C++ returns RusticValue, C# returns JsonElement, and Java returns a map.