Skip to content

game.spatial

Methods and entrypoints for game.spatial.

Source: sc_game_spatial.h, provider, shared portable logic, layout/C route, synthetic fixture.

Separate 1.0 table; teleport.spatial remains frozen. Native C and raw C++ only; C# and Lua unsupported. This is bounded observation, not a global memory dump, exhaustive streamed-zone scanner or unloaded-destination catalogue. Player ancestry is copied each tick; explicit ID observations and full-pose queries can add complete readable chains. The strict provider refuses skipped, mirrored, truncated, cyclic or unreadable ancestry; at most 16 frames per game-read chain, 256 admitted IDs, 64 output records per page. IDs are revalidated before metadata/pose calls; unstreaming/reparenting invalidates the observation set. Copied metadata is a historical observation within its epoch, not continuous engine liveness.

Root is not system: no grounded star-system classifier exists in the available reads. root_id describes only confirmed outermost ancestry; system_id is 0 and SC_GAME_ZONE_SYSTEM_UNKNOWN is always set. Do not use it as relocation authorization or infer system identity from a name. That part of G3 remains safely unavailable. No game pointers, memory bytes, player/account identifiers, assets or global scan. Epochs expire at tick refresh, set changes, invalidation and stop; consumers restart paging after refusal and never persist epoch validity across sessions. Synchronous, no callbacks, no ownership mutation or inputs retained. Native service-table fault containment is not certified. Not verified on Windows or in game.