sc_entities_v1.set_transform
Moves and turns an entity you may move (see Moving above): pos and rot are in zone zone_id’s local frame (any streamed-in zone; the host converts to the entity’s own zone). rot is normalised. SCO_BAD_ARG: a null or released self, id 0, a null pos or rot, a position that isn’t finite or a zero rotation. SCO_NOT_FOUND: not streamed in yet (a fresh spawn takes a few seconds: wait for alive), or a zone that isn’t. SCO_UNAVAILABLE: no “game.entities.transform”. SCO_FAILED: not yours to move, or the game refused.
Signature
Section titled “Signature”sco_result (*)(sco_plugin *, uint64_t, uint64_t, const double *, const double *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_entities_v1.set_transform |
| Record ID | sc-entities-v1-set-transform |
| Service | game.entities |
| Table | sc_entities_v1 |
| Version macro | SC_ENTITIES_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 40; 1.0 |
| Complete member extent (x64 bytes) | 40 |
| Table size (x64 bytes) | 96 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*set_transform)(sco_plugin* self, uint64_t entity_id, uint64_t zone_id, const double pos[3], const double rot_xyzw[4]);
Moves and turns an entity you may move (see Moving above): pos and rot are in zone zone_id’s local frame (any streamed-in zone; the host converts to the entity’s own zone). rot is normalised. SCO_BAD_ARG: a null or released self, id 0, a null pos or rot, a position that isn’t finite or a zero rotation. SCO_NOT_FOUND: not streamed in yet (a fresh spawn takes a few seconds: wait for alive), or a zone that isn’t. SCO_UNAVAILABLE: no “game.entities.transform”. SCO_FAILED: not yours to move, or the game refused.
Results and failures
Section titled “Results and failures”Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE (alive: 0); invalid/released self: BAD_ARG. Additional failures/output state unspecified unless described in the buffer contract.
Absent capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary. Host owns entity/watch tracking; IDs are session values. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere, alive returns 0); last_error any thread. Recursive reentrancy unspecified except unwatch in callback.
Callback context
Section titled “Callback context”unspecified
Reentrancy
Section titled “Reentrancy”unspecified
Cleanup and cancellation
Section titled “Cleanup and cancellation”No in-flight cancellation entrypoint; owned entities removed and watches ended on ordinary unload/non-retained crash cleanup, except kept entities. Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls.
Language mappings
Section titled “Language mappings”Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.
| Language | Catalogue status | Source evidence / wrapper tokens |
|---|---|---|
| c | direct | include/sc_entities.h(*set_transform) |
| cpp | typed-wrapper | include/scosdk/game/entities.hppreturn t_ && Covers(t_->size, offsetof(sc_entities_v1, set_transform)) && t_->set_transform ? t_->set_transform(self_, id, zoneId, pos, rot) : SCO_UNAVAILABLE; |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Entities.csreturn _t->set_transform(Self, id, zoneId, p, q); |
| lua | unsupported | sdk/docs/lua.mdRead-only: a Lua plugin owns no entities, so there is no spawn, despawn, move or watch.plugins/lua/sco_lua_game.c { “alive”, L_ent_alive }, { “class_of”, L_ent_class_of }, { “get_transform”, L_ent_get_transform }, |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_entities.c
- tests/test_app.cpp
- tests/test_lua.cpp
- tests/test_language_routes.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tests/test_language_routes.c
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
ABI pins prove layout, not semantic behavior or a live game session.