Example use-cases:


Imagine we want to create a “teleport” game extension:

But we want to make sure that only automata with “teleport” body part can be teleported, but any structures are not allowed to be teleported.

Each entity (automata, structures) can have “component modifiers” which check if a particular update to the entity’s component value is allowed or not.

So, updating the position of a automata with a “teleport” body part will be allowed, but updating the position of a structure is not allowed.