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PSXSplash Lua — VS Code Autocomplete Setup
Get full IntelliSense (autocomplete, hover docs, go-to-definition) for the PSXSplash Lua API in Visual Studio Code.
1. Install the Lua Language Server extension
Open VS Code → Extensions → search sumneko.lua → Install.
2. Point the language server at the stubs
Add (or merge) the following into your workspace .vscode/settings.json:
{
"Lua.workspace.library": [
// Path to the EmmyLua stubs shipped with SplashEdit
"${workspaceFolder}/splashedit/tools"
],
"Lua.runtime.version": "Lua 5.2",
"Lua.diagnostics.globals": [
// Event callbacks the engine calls — not "undefined" globals
"onCreate", "onUpdate", "onDestroy",
"onEnable", "onDisable",
"onCollision", "onInteract",
"onTriggerEnter", "onTriggerStay", "onTriggerExit",
"onButtonPress", "onButtonRelease"
]
}
If your Lua scripts live inside the Unity project (
kitchensink/Assets/Lua/), open that folder as the workspace root, then adjust thelibrarypath to be relative to it, e.g."../splashedit/tools".
3. Verify
Open any .lua script and type Entity. — you should see Find,
FindByIndex, GetCount, etc. with full parameter docs.
Hover over Input.CROSS to see its type annotation. Hover over onUpdate
to see the performance warning.
Updating the stubs
When the C++ API changes, regenerate splash_api.lua from the
RegisterAll() function in psxsplash/src/luaapi.cpp. The stubs file is
the single source of truth for editor autocomplete.