Skip to main content
تشغيل أي مهارة في Manus
بنقرة واحدة

timefall-add-component

النجوم٤
التفرعات٠
آخر تحديث٣ يونيو ٢٠٢٦ في ١٩:٢٥

Add a brand-new native (C++/entt) component type to the Timefall engine and wire it through every system that must know about it. Use this whenever a new built-in component is introduced — "add a Light/Health/AudioSource/Tag component", "the engine needs a component for X", "store Y natively on entities", or any task creating a new `struct …Component` in Components.h that the editor should show and scenes should save. Also triggers on the tell-tale failure of a half-registered component — it doesn't appear in the inspector, isn't serialized, or the build throws an "unresolved external symbol" (the missing OnComponentAdded specialization). Covers the full registration checklist across AllComponents, OnComponentAdded, the serializer, the hierarchy panel, and Scene::Copy. Not for exposing an existing component to C# scripts (that is timefall-script-binding), changing fields or defaults on an existing component, C# script classes that subclass Entity, or components in other engines such as Unity.

التثبيت

التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.

SKILL.md
readonly