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

Actor

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

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

Actor

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

Public fields

  • exampleNumber: number — what it controls, units, valid range.
  • exampleString: string — what it controls.
  • exampleBool: boolean — what it controls.

Methods

  • :methodName(arg) — what it does and when to call it.

Lifecycle

  • awake() — same-frame attach hook. What initial state this component sets up.
  • start() — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished awake.
  • update(dt) — per-frame while the gameplay clock runs. What this component does each tick.
  • onDestroy() — cleanup performed on detach / entity despawn.

See man components for the full hook list (onEnable, fixedUpdate, onPropertyChanged, etc.) and the timing details.

Usage

entity(id).component.add("Actor", { exampleNumber = 1.0 })
entity(id).component.get("Actor"):methodName("foo")

Interface

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

conforms to

zero/source-extract/v2
ModelLightAsset

bind( ) → void

evaluate( ) → void

awake( ) → void

frame(_dt: ?) → void

argtypedescription
_dt?

solid(name: ?, parent: ?, pos: ?, scale: ?, mat: ?) → void

argtypedescription
name?
parent?
pos?
scale?
mat?

prepare( ) → nil

Load the prefab before this actor is shown.

release( ) → nil

Release the off-camera prefab and animation graph.

sample(t: number) → nil

Place this performance at a cutscene shot time.

argtypedescription
tnumber

onDestroy( ) → void

Player samples each visible performance exactly once per cinematic frame.

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.

43+items
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animation · born here
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material · born here
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# palm bark Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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material · born here
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# iron trim Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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material · born here
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animation · born here
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animation · born here
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animation · born here
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scenemodule · born here
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# Vice City coastal slice A static Art Deco Vice City district for the GTA VI PS1 demake, consuming game.shared building footprints. Instantiate this sceneModule directly inside main.scene content() so its complete geometry is baked into scene.json. A SceneModule component placement in the current engine may mark rebuilt children temporary; root uses direct instantiation to preserve the scene. The rectangular avenue ring has 14m streets at x=0 and -54 and z=±78. The west store door at x17.2 is open across z[-1.6,1.6], with a counter at x24 and clear shared interaction position x21. Motel marker(-31,82) sits outside front z86.5. A highway sign points toward Port Gellhorn; this compact map remains Vice City. Geometry is emitted as exterior-only material batches. Each axis-aligned box face is clipped against all other solids, removing buried wall faces beneath windows/signs and pavement beneath road paint. The foundation belongs to this union; the root ground entity keeps its BoxCollider but must have no Model. Palm crowns use separated radial leaflets. All textures are deterministic nearest-filtered 64px grunge textures. No camera, lighting, gameplay state or input is owned here. Root owns scene save/reload, gameplay verification and publishing. Evidence captures live under game/city/evidence. 55 generated mesh/material/texture assets have descriptive READMEs.
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scene · born here
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# GTA VI Trailer 1 — PlayStation demake A 90-second, 47-shot cinematic using the native cutscene package. Open WATCH REVEAL on the game title menu. Escape, Space or Enter skips; completion returns to the game title. Startup remains scenes.main. Film owns the camera edit and shot list; Stage builds 33 separated sets; Actor performs deterministic clip sampling and vehicle motion; Player handles set streaming, lighting, social/news overlays, original generated game audio and cleanup. Character materials use the shared PSX shader's virtual texture downsampling, affine interpolation and clip-space vertex snapping. Reference: Rockstar Games, Grand Theft Auto VI Trailer 1, December 4, 2023: https://www.youtube.com/watch?v=QdBZY2fkU-0 . Camera order reconstructed using published full-width stills and footage filmstrips. Timings, performances and compositions are approximations; this is not a frame-exact conform. Newly generated assets include the prison cast, boats, alligator, flamingos, seaplane, motorcycles, convertible and swamp vegetation. No reference video images or original soundtrack are shipped.
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backing path · game/reveal/Actor.component

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

Scoped to this part · feeds back into the world's score.

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