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Current limits and diagnosis

Back to C.

The embedded Play viewport forwards held WASD, arrows, and Shift. Other keys, press/release events, named actions, and separate runtime-window input are not wired in this build. Collision callbacks and cross-language event emit/subscribe are not exposed by these external SDKs. Coordinate through shared engine state.

Each instance runs in its own process with a safe environment allowlist and a temporary working directory. Sources and responses are limited to 1 MiB; callbacks have three seconds to finish. An exception, invalid engine value, process exit, timeout, or rejected call disables the behavior. Failed build/reload validation keeps the last good instance running.

  • Toolchain unavailable: check PATH in the editor's environment, then restart it.
  • Nothing moves: check attachment, owner transform, Play focus, and held KeyW.
  • Property rejected: declare it in the editor and preserve its type.
  • Wrong parent: pass the ID returned by Find, not the path string.
  • SDK missing when running manually: run the behavior through Rustic Play.
  • Callback failed: read the Rustic Console/build diagnostic. Use rustic.log for gameplay logs; external stdout belongs to the engine's private transport.
  • Old script has a request loop: replace it with the complete behavior callback setup. If the old starter defines its own SDK classes, remove those definitions and keep your gameplay logic in the callbacks. Rustic now supplies the SDK.