cocos
Cocos adapter
Inspect the Cocos/Creator version, target runtime/minigame platform, physics backend and current scheduling ownership before binding gameplay timing.
Timing
Component update(dt) and lateUpdate(dt) are called every frame when enabled. Scheduled callbacks use the engine scheduler but an interval alone is not proof of a deterministic fixed gameplay simulation.
If the project already owns a fixed logical loop, preserve its configured rate and call it from the appropriate lifecycle/scheduler boundary. Add an accumulator only when the game contract needs one; never assume the engine update callback itself is fixed-rate.
Per-actor hitstop freezes actor/action/animation state, not the engine's global ticker/scheduler. Minigame focus/touch lifecycle stacks with browser-input or the target platform adapter.
Bindings
Map semantic input, actor-local pose/animation, physics/query volumes, movement/knockback and camera presentation through the APIs available in the installed version. Keep feel/timing rules in disciplines rather than duplicating them in components.
Lifecycle and resources
The engine-neutral rules live in audio-feel, juice-vfx, asset-runtime, performance-budget and soak-stability; this section only maps them onto Cocos.