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Attributes and Annotations
These are RedEngine-specific annotations commonly used by game code. Fusion and Unity attributes keep their original behavior.
Gameplay and input
| Annotation | Target | Purpose |
|---|---|---|
[GameplayTag] | readonly partial struct | Generate a strongly typed tag domain |
[GameplayAttribute("Name")] | field/property | Register an ability-system attribute |
[AttributeMin(value)] | attribute field/property | Apply a static lower bound |
[AttributeMax(value)] | attribute field/property | Apply a static upper bound |
[AttributeMaxBy("Other")] | attribute field/property | Clamp using another attribute |
[AttributeFormula(typeof(MyFormula))] | attribute field/property | Define a derived formula and dependencies |
[InputHandler] | method | Expose a method to InputContext binding |
Generated networking
| Annotation | Target | Purpose |
|---|---|---|
[NetworkModel] | partial class/struct | Generate a serializable network-state companion |
[Replicated(capacity)] | mutable collection field | Generate Fusion storage for ReplicatedCollection<T> |
Inventory [Replicated] | entity-fragment field | Generate fragment mutation and serialization code |
Fusion [Networked] | network model member | Include a member in generated model state |
The two ReplicatedAttribute types live in different namespaces. Use RedEngine.Foundation.ReplicatedAttribute for collections and RedEngine.Gameplay.Inventory.ReplicatedAttribute for fragment fields.
Configuration, console, and editor
| Annotation | Purpose |
|---|---|
[ConfigurationSection] | Register a module configuration section |
[ConsoleCommand] | Discover a static or registered-instance command |
[CommandSuggestion] | Provide fixed or provider-generated argument suggestions |
[ShowNetworked] | Display network state through RedEngine inspector support |
[InlineScriptableObject], [SubclassSelector] | Improve polymorphic inspector authoring |
See Generated code for the members created by generator-backed annotations.