How should I structure my project?
A clear project layout helps keep your code and assets organized. A typical setup looks like this:
project_folder/ # one folder per project
├── main.py # entry point
├── level.py
├── player.py
├── enemies.py
├── player_sprite.png
└── textures/ # optional subfolder for image assets
├── enemy_1.png
└── enemy_2.png
- Put related scripts and resources together.
- Use subfolders (like
textures/
ormodels/
) for large asset collections. - Keep
main.py
as the script that launches your game.
How do I move the camera?
The built-in camera
is just another Entity
. You can set its position, rotation, or even parent it to other objects:
from ursina import *
app = Ursina()
camera.position = Vec3(1, 1, 0)
camera.rotation = Vec3(30, 45, 0)
app.run()
Why use Python for game development? Isn’t it slow?
Python itself executes game logic, while the heavy lifting—rendering and physics—is done in C++ and shaders. Benefits include:
- Rapid development: less boilerplate, faster iteration
- Readable code: easier to maintain and refactor
- Extensibility: integrate custom C++ modules or shaders when needed
In practice, Python’s overhead is negligible for most indie and hobby projects.
How do I call a function with a delay?
Use the built-in invoke
utility to schedule a function call:
from ursina import *
def say_hello():
print('Hello after 2 seconds!')
invoke(say_hello, delay=2)
You can pass arguments or keyword arguments just as you would to the function:
def greet(name, emoji='😊'):
print(f'Hello {name} {emoji}')
invoke(greet, 'Alice', emoji='👋', delay=1.5)
How can I use Panda3D alongside Ursina?
Under the hood, an Entity
in Ursina is a NodePath
in Panda3D, and Ursina itself is built on a ShowBase
. To blend the two:
- Import Panda3D modules directly alongside Ursina.
- Treat your
Entity
objects as Panda3DNodePath
s when you need low-level control. - Write custom Panda3D shaders and assign them to your Ursina
Entity
via the.shader
property.
For full details on Panda3D’s shader system, see Panda3D’s official documentation.