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timefall-script-binding

스타4
포크0
업데이트2026년 6월 3일 19:25

Expose an existing C++ engine capability to C# scripting in the Timefall engine across its P/Invoke boundary (ScriptGlue.cpp → NativeCalls.cs → Entity.cs/Components.cs). Use this whenever a script needs to call a native engine function that isn't available yet — reading or writing a component field from C#, an entity operation (parent, destroy, query-by-component), or input/scene/physics/audio access. Trigger even without the word "binding" — "expose X to C#", "let scripts read/set Y", "add a script API for Z", "call this from a script", "scripts can't access W yet", or an EntryPointNotFoundException on a new native call all mean this skill. Covers the marshalling gotchas (glm↔Vector, UUID↔ulong, count-then-fill arrays). Not for introducing a brand-new native component type (that is timefall-add-component), for writing gameplay scripts with the API that already exists, or for general or OS-level P/Invoke to non-engine DLLs.

설치

Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.

SKILL.md
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