# Variable Export > **Warning:** The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues. To use variables from your C++ code in UnigineScript, you need to export them. After that, they will be available on the script side. - External variables are **read-only**. - If a value of a registered variable is changed in the C++ code, it instantly **changes** in the script as well (unlike in case of [constants](../../../../code/cpp/usage/script/constants.md)). ### See also An example can be found in `/source/samples/Api/Scripts/Variable/` directory. ## Variable Export Example Let's say, you declared a number of variables on C++ side. To export them, you will need to do the following: 1. Create a pointer to an external variable via *MakeExternVariable()*. 2. Register the variable via *[Unigine::Interpreter::addExternVariable()](../../../../api/library/common/class.interpreter_cpp.md#addExternVariable_const_char_ptr_ExternVariableBase_ptr_int_void)*. 3. All variables are exported into a global namespace. To limit the scope of variable, use [library namespace](../../../../code/cpp/usage/script/namespace.md). ```cpp #include #include using namespace Unigine; int main(int argc,char **argv) { int i = 2; float f = 1.5f; vec3 v3 = vec3(1.0f,2.0f,3.0f); vec4 v4 = vec4(0.1f,0.2f,0.3f,0.4f); float m[16] = { 0.0f, 1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f,\ 8.0f, 9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f }; mat4 mat = mat4(m); quat q = quat(0.0f,0.0f,1.0f,0.0f); // export a variable and specify a name to access it from Unigine scripts Interpreter::addExternVariable("integer",MakeExternVariable(&i)); Interpreter::addExternVariable("float_point",MakeExternVariable(&f)); Interpreter::addExternVariable("vector3",MakeExternVariable(&v3)); Interpreter::addExternVariable("vector4",MakeExternVariable(&v4)); Interpreter::addExternVariable("matrix4",MakeExternVariable(&mat)); Interpreter::addExternVariable("quaternion",MakeExternVariable(&q)); Engine *engine = Engine::init(argc,argv); // enter the main loop while(engine->isDone() == 0) { engine->update(); engine->render(); engine->swap(); // if a variable value is changed after it was registered, in scripts the value will be changed as well i = 42; } // engine shutdown Engine::shutdown(); } ``` ### Access from Scripts After the registration, you can access variables from a script by their registered names: ```cpp // my_world.usc int init() { log.message("Integer is %d\nFloat is %f\n",integer,float_point); log.message("Vector3 x is %f\nVector3 y is %f\n",vector3.x,vector3.y); log.message("Vector4 w is %f\n",vector4.w); log.message("Matrix4 m10 is %f\nMatrix4 m11 is %f\n",matrix4.m10,matrix4.m11); return 1; } ``` ### Output The following results will be printed into the console after launching the application: ```text Integer is 2 Float is 1.500000 Vector3 x is 1.000000 Vector3 y is 2.000000 Vector4 w is 0.400000 Matrix4 m10 is 1.000000 Matrix4 m11 is 5.000000 ``` If you reload the world, the integer value that has been changed on the C++ side will appear in the console: ```text Integer is 42 Float is 1.500000 Vector3 x is 1.000000 Vector3 y is 2.000000 Vector4 w is 0.400000 Matrix4 m10 is 1.000000 Matrix4 m11 is 5.000000 ```