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sc_entities_v1.unwatch

Ends a watch you registered; fn isn’t called again once this returns. SCO_NOT_FOUND: not your watch, or ended already.

sco_result (*)(sco_plugin *, uint64_t)

Service index

Property Value
Symbol sc_entities_v1.unwatch
Record ID sc-entities-v1-unwatch
Service game.entities
Table sc_entities_v1
Version macro SC_ENTITIES_VERSION_1_1
Packed table version 65537
Since / availability size >= 72; 1.0
Complete member extent (x64 bytes) 72
Table size (x64 bytes) 96

Header source

sco_result (*unwatch)(sco_plugin* self, uint64_t watch_id);
Ends a watch you registered; fn isn’t called again once this returns. SCO_NOT_FOUND: not your watch, or ended already.

BAD_ARG invalid/released self; WRONG_THREAD; NOT_FOUND no own active watch; valid watch removed even without capability/started gate (implementation).

unspecified

Caller buffers; no allocation crosses boundary. Host owns entity/watch tracking; IDs are session values. Internal allocation unspecified.

Game thread only; allowed inside own callback; no further event after return. Other reentrancy unspecified.

unspecified

allowed inside own callback; no further event after return.

May be called inside callback; no further event after successful return. Does not interrupt current callback.

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
(*unwatch)
cpp typed-wrapper include/scosdk/game/entities.hpp
sco_result Unwatch(uint64_t watchId) const noexcept { return t_ && Covers(t_->size, offsetof(sc_entities_v1, unwatch)) && t_->unwatch ? t_->unwatch(self_, watchId) : SCO_UNAVAILABLE; }
csharp typed-wrapper sdk/csharp/Sco.Sdk/Game/Entities.cs
public ScoResult Unwatch(ulong watchId) => !Covers(64) || _t->unwatch == null ? ScoResult.Unavailable : _t->unwatch(Self, watchId);
lua unsupported sdk/docs/lua.md
Read-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 },

None identified in the catalogue; this is not proof none can exist.

ABI pins prove layout, not semantic behavior or a live game session.