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<meta name="description" content="Attach a property to an instance by numeric id at runtime (dynamic ECS).">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">world_attach_dyn</span></div>
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<span class="kind-badge kind-builtin">function</span>
<h1 id="top">world_attach_dyn</h1>
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<code class="sig">world_attach_dyn(target, property)</code>
<div class="desc"><p><code>world_attach_dyn</code> adds a property to a live instance by numeric id, the reflection-ABI counterpart of the static <code>attach Prop on instance</code>. It is the tool a mod uses to grant a runtime-registered property (from <code>world_register_prop</code>) — or any property known only by id — to an instance, after which the instance's fields can be written with <code>world_set</code>. It returns nothing and sets the instance's has-flag for that property. Pair it with <code>world_detach_dyn</code> to remove. In ordinary compiled code, prefer the <code>attach</code> statement, which also fires <code>@OnAttach</code> hooks and seeds field overrides.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-target"><code class="pname">target</code><span class="pdesc">the model instance to modify, an <code>entity</code> handle</span></div><div class="param" id="param-property"><code class="pname">property</code><span class="pdesc">the property id to attach, from <code>world_prop_id</code> or <code>world_register_prop</code></span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program GrantComponent {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
handler Boot phase Start {
spawn Hero { Position { column: 4, row: 4 } }
let stamina_property = world_register_prop("Stamina", 1)
for (position) in query [Position, {Player}] {
world_attach_dyn(self(), stamina_property)
}
}
}</pre></div>
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