custom

Installation
SKILL.md

Custom engine adapter

First document the runtime/engine version or build identity and the existing loop. Do not invent a 60 Hz clock merely because other engines often expose fixed-step patterns.

Timing contract

Publish the project's actual simulation model: fixed step, variable step, multiple rates, lockstep, server-authoritative, or another explicit design. If a fixed step exists, record its configured duration/rate and catch-up/drop policy. Keep render interpolation and presentation callbacks separate from authoritative gameplay state.

Map these responsibilities conceptually rather than forcing a specific function signature:

  • semantic input sampling;
  • logical tick/time identity;
  • actor pose/animation presentation;
  • gameplay contact queries;
  • collision-safe movement/knockback;
  • presentation/juice events.

Per-actor hitstop freezes only the named logical/action clocks. A separate global pause may freeze broader systems when the project explicitly owns that behavior.

Installs
5
GitHub Stars
13
First Seen
Oct 13, 2026