Log inGet started
▣
module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·part ofpackage threezero.package·originates fromworld 7767c52c-9…

host

A module script.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

host

A module script.

Interface

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

conforms to

zero/source-extract/v2

module threezero.host Host bridge for the ThreeZero runtime. A session owns an entity pool under a temporary root, maps THREE geometry/material specs onto Zero Model primitives, and syncs per-frame transforms through the batched ECS path (reflect.bindEntities + substrate buffers + entity.batchWrite). `envFor` builds the flat `__ZERO` function table a ZeroJS VM calls across the marshaling bridge.

quatX(deg: number) → void

Quaternion for a rotation of `deg` degrees about X, as the {x,y,z,w} array the Transform rotation field takes.

argtypedescription
degnumber

mapGeometry(g: any) → void

Map a THREE geometry spec { type, p = {...} } to a Zero primitive model plus the constant local pose of the visual child that makes the primitive match THREE's geometry-space conventions (dimensions, axis, and origin).

argtypedescription
gany

quatMul(a: { number }, b: { number }) → void

Pick the backing material asset for a THREE material spec.

argtypedescription
a{ number }
b{ number }

quatRotate(q: { number }, v: { number }) → void

argtypedescription
q{ number }
v{ number }

composeBakePose(bake: { number }, g: any) → void

The pose for a mesh visual combining a geometry bake (flat TRS from the JS side's translate/rotate calls on a parametric geometry) with the primitive's constant mapping pose: vertex v -> Bake * Map * v.

argtypedescription
bake{ number }
gany

mapMaterial(mat: any) → string

argtypedescription
matany

applyTint(vis: any, mat: any) → void

argtypedescription
visany
matany

new(opts: any?) → void

argtypedescription
optsany?

_register(id: number, rec: any) → void

argtypedescription
idnumber
recany

_parentEnt(parentId: any) → any

The hierarchy parent for a new object: another tracked object's entity, or the session root when the object sits directly under the THREE scene.

argtypedescription
parentIdany

createNode(spec: any) → number

A bare transform node mirroring a THREE Group/Object3D. Carries no visual; exists so children compose world transforms through the native hierarchy.

argtypedescription
specany

geomArray(v: any) → any

A plain number array for a geometry field that may arrive as a zero-copy typed-array record from the zerojs bridge.

argtypedescription
vany

createMesh(spec: any) → number

argtypedescription
specany

createInstancedMesh(spec: any) → number

An instanced mesh: one parent entity, one shared visual source (a single runtime mesh handle for custom vertex data, or a mapped primitive model), and one child entity per instance carrying its decomposed TRS. Same-model children batch into GPU instancing in the renderer.

argtypedescription
specany

updateInstances(id: number, upd: any) → void

Re-sync per-instance data for an instanced mesh: `upd.trs` carries the full flat TRS array (10 per instance), `upd.colors` a flat RGB array. Transforms land in one batchWrite per field.

argtypedescription
idnumber
updany

createModel(spec: any) → number

A GLTF model node: stamps the imported bundle's node rows as temporary entities carrying native Mesh/Material components resolved from the bundle's own sub-assets. The node carries the THREE-side transform; the stamped hierarchy hangs beneath it. No script components, no persistence — the JS app owns behavior and the engine renders.

argtypedescription
specany

playAnimation(id: number, clipName: any) → void

Play an animation clip on a model node's stamped bundle: resolves the clip among the bundle's own animation assets by name, falling back to the first.

argtypedescription
idnumber
clipNameany

createPointLight(spec: any) → number

argtypedescription
specany

updateLight(id: number, spec: any) → void

argtypedescription
idnumber
specany

updateMeshMaterial(id: number, mat: any) → void

argtypedescription
idnumber
matany

setVisible(id: number, v: boolean) → void

argtypedescription
idnumber
vboolean

remove(id: number) → void

argtypedescription
idnumber

syncTransforms(flat: { number }) → void

Apply a frame of transforms. `flat` is [id, px,py,pz, qx,qy,qz,qw, sx,sy,sz] repeating, carrying ONLY the objects whose local transform changed this frame (the JS side tracks dirtiness). Each field lands in one batchWrite crossing sized to the change set, so static objects generate no writes at all.

argtypedescription
flat{ number }

setKinematic(id: number, spec: any) → void

Register (or with spec == nil, release) constant-velocity host integration for an object. `spec` = { px,py,pz, vx,vy,vz, wrap = { axis = "x"|"y"|"z", min, max } }. Registered objects advance in `tick` each frame and land in one translation batchWrite — per-frame motion costs no interpreted JS. `wrap` teleports the axis back across the [min,max] band when it exits.

argtypedescription
idnumber
specany

tick(dt: number) → void

Advance every kinematic object by `dt` seconds and write the frame's translations in one batch crossing.

argtypedescription
dtnumber

getPosition(id: number) → void

Current local position of a kinematic object as {x, y, z} — the readback for JS-side game logic (collision) against host-integrated motion.

argtypedescription
idnumber

setCamera(c: any) → void

argtypedescription
cany

setAmbient(spec: any) → void

argtypedescription
specany

setDirectional(spec: any) → void

argtypedescription
specany

setBackground(c: any) → void

argtypedescription
cany

readResolved(full: string) → string

Serve a browser-style fetch from the session's asset root. Returns { ok, status, body } with the file's raw bytes as a string. Resolve one candidate VFS file path: direct read, importer-relocated (`<stem>.<category>/<base>`), then content-hash sibling (`<stem>.<hash>.<ext>` as written by hashing build pipelines when the request uses the logical name).

argtypedescription
fullstring

jsonDecode(s: string) → any

JSON + matrix helpers shared by bundle metadata and the geometry kernels Minimal JSON decoder (objects, arrays, strings, numbers, booleans, null; UTF-8 passthrough with \uXXXX escapes) for bundle entity_template files.

argtypedescription
sstring

skipWs( ) → void

parseString( ) → string

parseNumber( ) → number

parseValue( ) → void

normalMatrix(m: { number }) → void

Inverse-transpose of the upper-left 3x3, for transforming normals.

argtypedescription
m{ number }

loadBundleMeta(bundlePath: string) → any

Parse a bundle's entity_template into node rows plus its animation clip names. Cached per bundle path; the template is authored once at import.

argtypedescription
bundlePathstring

bundleIdentityFor(bundlePath: string) → string

The bundle asset identity for a bundle VFS path (`/zero/source/a/b/x.bundle` → `a.b.x.bundle`).

argtypedescription
bundlePathstring

bundleFor(url: string) → string

Resolve a model URL to the bundle the importer derived from the source file. Model sources are imported at authoring time; a URL without its bundle resolves to nil and the caller reports it.

argtypedescription
urlstring

sourceGlbFor(url: string) → string

Resolve a model URL to its source file on the VFS (the same candidate walk bundleFor uses, but for the .glb/.gltf itself).

argtypedescription
urlstring

loadModel(url: string) → any

JS-facing model metadata: named nodes with hierarchy (parent as index), local TRS, mesh/skinned flags, and the bundle's animation clip names.

argtypedescription
urlstring

refByIdentity(category: string, identity: string) → any

argtypedescription
categorystring
identitystring

subAssetHandle(identity: string, category: string) → any

argtypedescription
identitystring
categorystring

readBundleMesh(source: string, nodeName: string) → any

Vertex data for one mesh node of a model's bundle — the read side of the bundle-mapped proxy contract: a proxy's BufferGeometry materializes real attributes from this when the app introspects it. Returns flat positions/normals/uvs plus triangle indices (0-based).

argtypedescription
sourcestring
nodeNamestring

stampBundle(source: string, node: any, rec: any) → void

Stamp a model URL's bundle rows as temporary entities under `node`: Transform hierarchy plus native Mesh/Material components. Rows flagged hidden stay hidden; the first skinned row becomes the animation mount.

argtypedescription
sourcestring
nodeany
recany

isTaRec(v: any) → boolean

Geometry kernels — bulk operations on typed-array records The zerojs bridge crosses typed arrays as zero-copy layout records over their backing buffer, so these run native loops over the SAME bytes the JS BufferAttributes hold. In-place ops mutate what JS sees; producing ops return fresh records the bridge lifts back into typed arrays.

argtypedescription
vany

f32Rec(buf: buffer, len: number) → any

argtypedescription
bufbuffer
lennumber

u32Rec(buf: buffer, len: number) → any

argtypedescription
bufbuffer
lennumber

copyIntoF32(dst: buffer, at: number, rec: any) → void

Copy a record's elements into `dst` as f32 starting at element `at`, converting element kinds through the record's own reader.

argtypedescription
dstbuffer
atnumber
recany

applyMat4(spec: any) → boolean

In-place position (mat4) and normal (inverse-transpose) transform, matching BufferGeometry.applyMatrix4. `m` is a 16-element column-major matrix.

argtypedescription
specany

merge(spec: any) → any

Merge geometries: concatenates each named float attribute and offsets indices by the running vertex count. Geometries without an index contribute a sequential range. Returns records plus per-geometry groups.

argtypedescription
specany

toNonIndexed(spec: any) → any

Expand indexed attributes into per-corner arrays, matching toNonIndexed.

argtypedescription
specany

bounds(spec: any) → any

Axis-aligned bounds and bounding sphere of a position record.

argtypedescription
specany

computeNormals(spec: any) → any

Area-weighted vertex normals from positions (+ optional index), matching computeVertexNormals. Returns a fresh normal record.

argtypedescription
specany

corner(i: number) → void

argtypedescription
inumber

addFace(ia: number, ib: number, ic: number) → void

argtypedescription
ianumber
ibnumber
icnumber

fetchFile(url: string) → any

argtypedescription
urlstring

destroy( ) → void

envFor(session: any) → void

The flat function table installed as `__ZERO` on a ZeroJS VM. Every function is a plain closure over the session so the marshaling bridge lifts each into a JS function.

argtypedescription
sessionany

createMesh(spec: ?) → void

argtypedescription
spec?

createInstancedMesh(spec: ?) → void

argtypedescription
spec?

updateInstances(id: ?, upd: ?) → void

argtypedescription
id?
upd?

createNode(spec: ?) → void

argtypedescription
spec?

createModel(spec: ?) → void

argtypedescription
spec?

playAnimation(id: ?, clipName: ?) → void

argtypedescription
id?
clipName?

createPointLight(spec: ?) → void

argtypedescription
spec?

updateLight(id: ?, spec: ?) → void

argtypedescription
id?
spec?

updateMeshMaterial(id: ?, mat: ?) → void

argtypedescription
id?
mat?

setVisible(id: ?, v: ?) → void

argtypedescription
id?
v?

remove(id: ?) → void

argtypedescription
id?

syncTransforms(flat: ?) → void

argtypedescription
flat?

setKinematic(id: ?, spec: ?) → void

argtypedescription
id?
spec?

getPosition(id: ?) → void

argtypedescription
id?

setCamera(c: ?) → void

argtypedescription
c?

setAmbient(s: ?) → void

argtypedescription
s?

setDirectional(s: ?) → void

argtypedescription
s?

setBackground(c: ?) → void

argtypedescription
c?

screen( ) → void

now( ) → void

input( ) → void

pollEvents( ) → void

fetchFile(url: ?) → void

argtypedescription
url?

loadModel(url: ?) → void

argtypedescription
url?

readBundleMesh(source: ?, nodeName: ?) → void

argtypedescription
source?
nodeName?

geomApplyMat4(spec: ?) → void

argtypedescription
spec?

geomMerge(spec: ?) → void

argtypedescription
spec?

geomToNonIndexed(spec: ?) → void

argtypedescription
spec?

geomBounds(spec: ?) → void

argtypedescription
spec?

geomComputeNormals(spec: ?) → void

argtypedescription
spec?

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.

122+items
❒
bundle · born here
❒asset●1problem
# LittlestTokyo "Littlest Tokyo" by Glen Fox — the animated Tokyo street-corner diorama used by the official three.js `webgl_animation_keyframes` example. A dense two-story block of shops with a tram, panda billboards, TVs, cables, plants, and a maneki-neko on the roof, authored at centimeter scale (~540 units wide; scale by 0.01 for meters). Spawn it as the centerpiece of the tokyo showcase project — `GLTFLoader.load('models/LittlestTokyo.glb', ...)` binds to this bundle — or place it directly with a Model/Asset component. Carries the `Take 001` animation (the tram loop) and the full material/texture set from the source glTF.
▲ 0↑ born
·
animation · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
·
rig · born here
❒asset
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▦
texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 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".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

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

0comments
Sign in to post.sign in
No comments yet. Be the first.