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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Visuals

Temporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Visuals

Temporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component.

Used by scenes.main through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2
Model

person(name: ?, parent: ?, kind: ?) → void

argtypedescription
name?
parent?
kind?

character(name: ?, parent: ?, isJason: ?) → void

argtypedescription
name?
parent?
isJason?

vehicle(name: ?, parent: ?, police: ?, kind: ?) → void

argtypedescription
name?
parent?
police?
kind?

animate(e: ?, moving: ?, running: ?) → void

argtypedescription
e?
moving?
running?

flash(e: ?, t: ?) → void

argtypedescription
e?
t?

aim(e: ?, value: ?, weapon: ?) → void

argtypedescription
e?
value?
weapon?

action(e: ?, value: ?) → void

argtypedescription
e?
value?

recoil(e: ?) → void

argtypedescription
e?

tracer(from: ?, to: ?) → void

argtypedescription
from?
to?
⌬ Metadata
descriptionTemporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

16+items
◐
material · born here
❒asset
# Tracer Warm pale-gold gunfire tracer material. Used by game.play.Driver. Temporary shot entities clean themselves; the input holder is released by its owning Driver.
▲ 0↑ born
◇
component · born here
❒asset
# Shot Short-lived visible tracer for passenger gunfire, automatically despawned after 110 milliseconds. Used by game.play.Driver. Temporary shot entities clean themselves; the input holder is released by its owning Driver.
▲ 0↑ born
◇
component · born here
❒asset
# Visual Attaches the generated character and vehicle bundles; controls rigged idle, walking, combat and reaction animation. Raymond reuses the installed Chains character from the reveal. Conversation's talk action blends a Point gesture at 22% over idle to avoid overstretching the retargeted hands. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
▲ 0↑ born

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

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