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rustic.edit_attribute()

Built-in attributes

Compatibility

Supported languages: C, C++, C#, Python, JavaScript, Lua 5.4, Luau, Java, PHP and HTML/inline JavaScript (binding spellings and return shapes differ).

Use a compatible native engine build and the language tools required by your binding. This does not establish browser/mobile export or release qualification for every OS.

The signature below is the shared reference notation; language examples show the actual binding syntax. Question marks mark optional arguments and explicit defaults are shown where recorded. Do not copy reference notation as a typed declaration.

See Feature status and compatibility for API 1.0/1.1 and per-method restrictions. Engine release tags and Docs v0.1 are independent versions.

Signature

rustic.edit_attribute(name, value)

Setup and usage

Use attributes for built-in entity state. Prefer set_translation for Position and set_enabled for Enabled when those dedicated calls better express intent.

Parameters

VariableTypeRequiredDescription
namestringYesName, Position, Size, Color (RGB), CanTouch, CanCollide, Anchored, or Parent.
valueattribute-specificYesValue matching the attribute type.

Return and timing

Get returns the current value. Edit validates a typed mutation; write timing depends on the runtime.

Execution behavior

Core write timing differs between immediate Lua host calls, deferred JavaScript/Web commands and external SDK query flushes. Scheduled actions advance with the scene clock; synchronous queries evaluate at the call. Follow execution rules and the return/timing notes for this category.

Language examples

Use these snippets inside Start/on_start after generating the Programming Workspace and attaching the script. Python imports rustic, Game and instance from rustic; C++ includes rustic.hpp; C includes rustic.h; C# uses using static Rustic; Java runs inside a Rustic subclass; PHP declares global $rustic, $Game, $instance in its callback. HTML uses an inline script in a ui/ asset. See Lifecycle callbacks for complete registration examples. Public-property examples require a declared integer health property. Scene examples require the named objects to exist before Play.

Lua 5.4

lua
local name = rustic.get_attribute('Name')
rustic.edit_attribute('Color', {1, .5, 0})
rustic.game.Demo.Room.Player:EditAttribute("Color", {1,.5,0})
local targetColor = rustic.game.Demo.Room.Player:GetAttribute("Color")
rustic.edit_object_attribute("rustic.game.Demo.Room.Player", "Color", {1,.5,0})
local position = rustic.get_object_attribute(rustic.entity_id(), 'Position')
rustic.edit_object_attribute(rustic.entity_id(), 'Color', {1, .5, 0})

Shared Built-in attributes constraints

  • In Play, unanchored built-in primitives fall under gravity; CanCollide enables solid box response only when both objects enable it. Anchored prevents physics movement and clears velocity on the next fixed tick. CanTouch does not affect solids; no collision or touch callbacks are emitted. Imported meshes do not simulate yet. See the Basic physics guide for setup and limits. Unknown attributes and type changes are rejected. Parent accepts a stable entity ID or null. Target another object with rustic.game.Scene.Root.Child:EditAttribute in Lua, native member calls in JavaScript/Python/C#/PHP, C++ subscripts, or an edit_attribute protocol command containing source. See Edit scene objects for setup, native calls in every language, and runtime limits.
  • Every gameplay language calls the engine-owned API. Rustic supplies SDKs and dispatches callbacks; scripts do not parse requests or serialize responses. See the language guide for complete setup and callback registration.
  • The direct edit_object_attribute helper is available in embedded Lua and JavaScript (including HTML); other SDKs use the native scene-object call shown above. Only embedded Lua exposes a path-based GetAttribute. For the scene-object example, create a scene named Demo with Room → Player. Change those names to match your scene; see Edit scene objects for full setup.

Errors and debugging

Read the constraints above and the Console diagnostic. Invalid types, non-finite values, stale targets or unavailable native services can fail validation. A failed callback disables the behavior; a failed source reload keeps the last good instance. Exact error messages depend on the language adapter. See Troubleshooting.

All attributes APIs