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timefall-add-component

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更新时间2026年6月3日 19:25

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.

安装

用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。

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