Cross-World ECS Access
Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.
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Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.
ECS system and component design using Arch ECS. Use when creating or modifying systems, components, queries, cleanup, singletons, or tests -- also for code reviewing World/Entity/component usage.
Multiplayer networking -- LiveKit rooms, movement encoding, interpolation, profile sync, entity-participant mapping. Use when working with RoomHub, movement systems, EntityParticipantTable, or remote player sync.
AssetPromise lifecycle for async ECS asset loading — textures, models, audio, wearables. Use when creating, polling, consuming, or cleaning up asset promises, or working with memory budgeting.
Scene runtime internals — V8/ClearScript engine, CRDT protocol, JS module system, scene lifecycle, and threading. Use when implementing or modifying scene runtime modules (require/wrapper/API pattern), working with CRDTProtocol or CRDTWorldSynchronizer, handling MultiThreadSync for ECS access, de...
Avatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.
End-to-end SDK7 component implementation from protocol to C# systems. Use when implementing new SDK components (PB* types, protobuf, CRDT), modifying SDK component systems, or registering in ComponentsContainer.
Async programming patterns with UniTask, cancellation tokens, and exception handling. Use when writing async code, handling CancellationTokenSource lifecycle, using SuppressToResultAsync, implementing detached UniTask/UniTaskVoid flows, or working with Result/EnumResult types for exception-free f...
DebugContainer debug widget implementation and updates. Use when adding a new debug widget to the debug panel, creating or modifying debug categories, wiring ElementBinding or DebugWidgetVisibilityBinding, using IDebugContainerBuilder, calling TryAddWidget or AddCustomMarker, displaying live runt...
GitHub workflow — creating PRs, issues, and bug reports using gh CLI. Use when creating pull requests, opening issues (bugs, feature requests, tech debt, performance), or interacting with GitHub via gh commands.
Plugin and DI architecture. Use when adding or modifying plugins (IDCLWorldPlugin, IDCLGlobalPlugin), system registration, dependency injection, containers, assembly structure, or Addressables provisioning.
Skill authoring and optimization. Use when creating new skills, editing existing skills, verifying skill quality, or optimizing trigger descriptions.
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Platform labels describe intended use. Read each resource's author credits, requirements and available access methods.