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voxelEngine

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

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voxeltemplate · born here
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# bookshelf Voxel template `bookshelf` (demo asset). Live instances spawned via `Voxel.fromTemplate("bookshelf")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# bot_seated Voxel template `bot_seated` (demo asset). Live instances spawned via `Voxel.fromTemplate("bot_seated")` reload automatically when this template's `template.voxbin` payload is rewritten.
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# bot_standing Voxel template `bot_standing` (demo asset). Live instances spawned via `Voxel.fromTemplate("bot_standing")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# cabinet Voxel template `cabinet` (demo asset). Live instances spawned via `Voxel.fromTemplate("cabinet")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# chair Voxel template `chair` (demo asset). Live instances spawned via `Voxel.fromTemplate("chair")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# clock Voxel template `clock` (demo asset). Live instances spawned via `Voxel.fromTemplate("clock")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# desk Voxel template `desk` (demo asset). Live instances spawned via `Voxel.fromTemplate("desk")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# keyboard Voxel template `keyboard` (demo asset). Live instances spawned via `Voxel.fromTemplate("keyboard")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# lamp Voxel template `lamp` (demo asset). Live instances spawned via `Voxel.fromTemplate("lamp")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# linked_workstation_baked Voxel template `linked_workstation_baked` (demo asset). Live instances spawned via `Voxel.fromTemplate("linked_workstation_baked")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# monitor Voxel template `monitor` (demo asset). Live instances spawned via `Voxel.fromTemplate("monitor")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# mug Voxel template `mug` (demo asset). Live instances spawned via `Voxel.fromTemplate("mug")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# plant Voxel template `plant` (demo asset). Live instances spawned via `Voxel.fromTemplate("plant")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# printer Voxel template `printer` (demo asset). Live instances spawned via `Voxel.fromTemplate("printer")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# trash Voxel template `trash` (demo asset). Live instances spawned via `Voxel.fromTemplate("trash")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# whiteboard Voxel template `whiteboard` (demo asset). Live instances spawned via `Voxel.fromTemplate("whiteboard")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# blade Voxel template `blade` (demo asset). Live instances spawned via `Voxel.fromTemplate("blade")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# house Voxel template `house` (demo asset). Live instances spawned via `Voxel.fromTemplate("house")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# rock Voxel template `rock` (demo asset). Live instances spawned via `Voxel.fromTemplate("rock")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# tree Voxel template `tree` (demo asset). Live instances spawned via `Voxel.fromTemplate("tree")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# windmill_base Voxel template `windmill_base` (demo asset). Live instances spawned via `Voxel.fromTemplate("windmill_base")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# cabin Voxel template `cabin` (demo asset). Live instances spawned via `Voxel.fromTemplate("cabin")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# chassis Voxel template `chassis` (demo asset). Live instances spawned via `Voxel.fromTemplate("chassis")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# door Voxel template `door` (demo asset). Live instances spawned via `Voxel.fromTemplate("door")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# front_bumper Voxel template `front_bumper` (demo asset). Live instances spawned via `Voxel.fromTemplate("front_bumper")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# headlight Voxel template `headlight` (demo asset). Live instances spawned via `Voxel.fromTemplate("headlight")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# hood Voxel template `hood` (demo asset). Live instances spawned via `Voxel.fromTemplate("hood")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# mirror Voxel template `mirror` (demo asset). Live instances spawned via `Voxel.fromTemplate("mirror")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# rear_bumper Voxel template `rear_bumper` (demo asset). Live instances spawned via `Voxel.fromTemplate("rear_bumper")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# rear_window Voxel template `rear_window` (demo asset). Live instances spawned via `Voxel.fromTemplate("rear_window")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# seat Voxel template `seat` (demo asset). Live instances spawned via `Voxel.fromTemplate("seat")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# spoiler Voxel template `spoiler` (demo asset). Live instances spawned via `Voxel.fromTemplate("spoiler")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# steering_wheel Voxel template `steering_wheel` (demo asset). Live instances spawned via `Voxel.fromTemplate("steering_wheel")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# taillight Voxel template `taillight` (demo asset). Live instances spawned via `Voxel.fromTemplate("taillight")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# trunk Voxel template `trunk` (demo asset). Live instances spawned via `Voxel.fromTemplate("trunk")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# wheel Voxel template `wheel` (demo asset). Live instances spawned via `Voxel.fromTemplate("wheel")` reload automatically when this template's `template.voxbin` payload is rewritten.
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voxeltemplate · born here
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# windshield Voxel template `windshield` (demo asset). Live instances spawned via `Voxel.fromTemplate("windshield")` reload automatically when this template's `template.voxbin` payload is rewritten.
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# greedy_mesh Turns a voxel chunk into a mesh, merging coplanar faces of one colour into the largest rectangle that covers them so a solid wall costs two triangles instead of two per voxel. One invocation per slice; the vertex and index counts are claimed atomically, so the pass writes both buffers in a single dispatch. ## Bindings | name | kind | what it is | |------|------|------------| | `params` | `buffer` (read, u32) | chunk size, padding and the origin the mesh is built around | | `solid_padded` | `buffer` (read, u32) | the chunk's occupancy bitmask, one voxel of padding on every side so a face test at the edge reads a real neighbour | | `colors` | `buffer` (read, u32) | one packed colour per voxel | | `vertex_buf` | `buffer` (read_write, u32) | the vertices produced, in the engine's vertex layout | | `index_buf` | `buffer` (read_write, u32) | the indices produced | | `counters` | `buffer` (read_write, atomic u32) | how many vertices and indices have been claimed | ## Params | name | type | what it is | |------|------|------------| | `vertStride` | `u32` | one vertex in u32 words, so the writes follow the engine's vertex layout |
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toolbox · born here
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# voxelConfig Read and write the voxel engine's configuration — the path defaults and engine knobs the voxel system runs on (chunk size, default block size, default mesher, CPU fallback, play-mode write permission, and the path defaults). Get a value by key, get the whole merged config, set a runtime override, or reset one or all overrides. Values resolve in order: a runtime override wins, then the world's voxel settings, then the built-in defaults.
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toolbox · born here
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# voxelEngine Build and edit voxel worlds — spawn worlds and shapes, mutate blocks, query them, transform them, manage palettes, persist them, and kitbash composites. Spawn worlds, shapes, and templates, clone handles, or scatter and stamp templates across regions, and destroy them. Mutate blocks — set, clear, fill boxes, spheres, cylinders, and lines, mirror, translate, and paste regions. Read the world back — a block, its neighbours, a region, counts by name, raycasts, sphere and line queries, region copies, and bounds. Apply entity-level transforms (position, rotation, scale, parent, snap-to-world) and read them. Manage the palette. Persist to voxbin and templates — save, bake, save and copy templates, and capture an area. Kitbash composite props from existing templates — new, add child, save baked or linked, explode, save as a bundle. And read or override the voxel config. A target — a handle, `"world"`, an entity id, or an entity name — is accepted uniformly across the toolbox.
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# voxelEngine Public API for the voxel system. Single entry point for creating and editing voxel worlds and shapes. Tools and custom code call into here; nobody touches the `VoxelWorld` / `VoxelShape` components directly. Two top-level concepts: - **World** — singleton entity carrying a chunked `VoxelWorld` grid. Created lazily on the first `createWorld` call, found by name later via `world()` / `hasWorld()`, destroyed with `destroyWorld()`. - **Shapes** — per-entity dense or chunked `VoxelShape` grids. Spawned freely; each carries its own voxbin path on disk under `Config.get("paths.shapes")/<entityId>.voxbin`. Templates are stored under `Config.get("paths.templates")/<name>.voxbin` and instantiated via `fromTemplate`. Captures (snapshots of a world region) land at `Config.get("paths.captures")/<name>.voxbin`. ## Exports Module-level: - `M.world() -> Handle?` — handle to the singleton VoxelWorld, or nil. - `M.createWorld(opts: CreateWorldOpts?) -> Handle` — create or reuse the singleton. - `M.destroyWorld()` — despawn the singleton world if it exists. - `M.hasWorld() -> boolean` — true when the singleton exists. - `M.shape(name_or_id) -> Handle?` — handle to an existing shape entity. - `M.createShape(opts: CreateShapeOpts) -> Handle` — spawn a new shape entity. - `M.destroyShape(name_or_id)` — despawn the shape entity if it exists. - `M.fromTemplate(name: string, opts: FromTemplateOpts?) -> Handle` — instantiate from `paths.templates/<name>.voxbin`. Supports live-link, detached, and memory-only modes. - `M.saveAsTemplate(shape: Handle, name: string, opts: SaveAsTemplateOpts?) -> string` — write a shape's grid as a named template. - `M.listTemplates() -> { string }` — enumerate template names (no extension). - `M.deleteTemplate(name: string)` — remove a template file. - `M.copyTemplate(srcName: string, dstName: string) -> string` — duplicate a template file. - `M.captureArea(opts: CaptureAreaOpts) -> any` — flatten a region of world + shapes into a dense voxbin record (and optionally save it). - `M.scatter(templateName: string, opts: ScatterOpts) -> { Handle }` — bulk-spawn instances across a region. - `M.stamp(templateName: string, opts: StampOpts) -> Handle` — single placement, either as a new entity (`mode = "instance"`, default) or rasterised into the world grid (`mode = "merge"`). - `M.composite` — re-export of the composite-prop module. - `M._resolvePivot(value) -> { number, number, number }?` — internal pivot helper, exposed for composite reuse. Handle methods (returned by `createWorld` / `createShape` / `fromTemplate` / `world` / `shape` / `scatter` / `stamp`): - `h:setBlock(x, y, z, name)` / `h:getBlock(x, y, z)` - `h:fillBox(min, max, name)` / `h:fillSphere(center, radius, name)` - `h:fillCylinder(p1, p2, radius, name)` / `h:fillLine(p1, p2, name)` - `h:clear()` — clear every cell. - `h:setPalette(palette)` / `h:addPaletteEntry(name, color)` - `h:bounds() -> Bounds?` — inclusive bounds of every filled cell. - `h:flush()` — flush pending dirty-chunk remeshes. - `h:save()` — write the grid to the component's dataPath. - `h:dirtyChunks() -> { any }` - `h:isLive() -> boolean` / `h:templatePath() -> string?` - `h:bake() -> Handle` — break the live-link, copy into a private dataPath. Shape-only. - `h:saveAsTemplate(name, opts) -> string` - `h:exists() -> boolean` / `h:destroy()` - `h:setPosition(x, y, z) -> Handle` / `h:getPosition() -> Vec3Map?` - `h:setRotation(r) -> Handle` / `h:getRotation() -> Vec3Map?` (Euler radians, ZYX) - `h:setParent(parentEntityId) -> Handle` - `h:copyRegion(min, max) -> any` / `h:pasteRegion(offset, regionData, opts)` - `h:mirror(axis)` / `h:translate(dx, dy, dz)` - `h:getNeighbors(x, y, z) -> any` - `h:queryRegion(min, max, opts) -> { any }` / `h:countByName(min, max) -> { [string]: number }` - `h:raycast(origin, dir, maxDist) -> any` / `h:sphereQuery(center, radius) -> { any }` / `h:lineQuery(p1, p2) -> { any }` - `h:clone(opts) -> Handle` — shape-only. Detached duplicate. - `h:snapToWorld(opts) -> Handle` — quantise transform or shift voxel data to the world grid. Types: - `Vec3Map = { x: number?, y: number?, z: number? }` - `Vec3Array = { number }` - `Vec3Like = Vec3Map | Vec3Array` - `ColorMap = { r: number?, g: number?, b: number? }` - `ColorArray = { number }` - `ColorLike = ColorMap | ColorArray` - `PaletteEntry = { name: string, color: ColorLike, material: any?, atlas: any?, faces: any? }` - `Palette = { PaletteEntry } | { [string]: ColorLike }` - `Bounds = { min: Vec3Map, max: Vec3Map }` - `Handle = { entityId: any, componentName: string, [string]: any }` - `CreateWorldOpts` / `CreateShapeOpts` / `FromTemplateOpts` / `SaveAsTemplateOpts` - `CaptureAreaOpts` / `CaptureAreaBoxSelector` / `CaptureAreaSphereSelector` - `CloneOpts` / `SnapToWorldOpts` - `RegionSpec` / `ScatterOpts` / `StampOpts` - `QueryRegionOpts` / `PasteRegionOpts` ## Usage ```luau local Voxel = require("@builtin::systems.voxelEngine") -- Create the singleton world, write a couple of cells. local world = Voxel.createWorld({ size = { x = 64, y = 32, z = 64 }, palette = { stone = { r = 0.5, g = 0.5, b = 0.5 } }, }) world:setBlock(0, 0, 0, "stone") world:fillBox({ 1, 0, 0 }, { 3, 0, 3 }, "stone") -- Spawn a shape from a template, live-linked to the template file. local tree = Voxel.fromTemplate("tree", { position = { x = 10, y = 0, z = 5 }, }) -- Scatter 20 copies inside a region. local hs = Voxel.scatter("tree", { region = { box = { min = { 0, 0, 0 }, max = { 50, 0, 50 } } }, count = 20, snap = true, }) -- Capture a region of world + shapes into a dense voxbin record. local rec = Voxel.captureArea({ box = { min = { 0, 0, 0 }, max = { 15, 15, 15 } }, }) ``` ## Notes - Handles are thin wrappers over an `entityId` + a component name. Each method re-resolves the underlying component on every call, so the handle stays usable across hot-reload cycles. - All `h:setBlock` / `h:fillBox` / … calls forward to the component via colon-call (`c:method(...)`) — dot-call would drop `self` and the strict typed-function checker would read args from the wrong slots. - `fromTemplate` defaults to `live = true` + `persist = true` — live-linked instance that auto-bakes private edits to disk. Pass `live = false` for a detached copy with its own dataPath, or `persist = false` for a memory-only instance. - `Voxel.scatter` / `Voxel.stamp` (mode = "merge") obey the play-mode write gate enforced by `assertModeAllowsWrite`. In play mode, callers must toggle `Config.set("allowPlayWrites", true)` (or set the `[voxel].allowPlayWrites` WORLD_SETTINGS override) to unlock voxbin writes. - `Voxel.stamp(mode = "merge")` only supports yaw rotations of 0 / 90 / 180 / 270 degrees — voxel grids require axis-aligned stamps. Non-axis-aligned yaws raise. - The `composite` sub-module is reachable as `Voxel.composite`. It builds kitbashed `.voxcomp` props that re-resolve their children at instantiation time; `fromTemplate` transparently dispatches to it when the named template resolves to a `.voxcomp` manifest.
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assettype · born here
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# Voxel Template (asset type) A voxel template is a reusable, named voxel grid that live instances link to. It is the source of truth for a family of `VoxelShape` instances spawned via `Voxel.fromTemplate(<name>)` — every live instance reloads its grid + rebuilds its mesh automatically when the template's payload is rewritten, and a `Voxel.deleteTemplate(<name>)` flips every live instance's `staleTemplate` flag. ## When to use one - You want a reusable voxel prop (`tree`, `rock`, `barrel`) that many entities share, with edits to the template propagating to every live instance. - You want a stable identity (a guid) for a voxel grid so the engine's asset-reload machinery can drive the live-link instead of a poll loop. If you just need a one-off shape on a single entity, use `Voxel.createShape` — that writes a private `dataPath` voxbin and never becomes a template. ## Where it lives - Source: `Config.get("paths.templates")/<Name>.voxelTemplate/` - Identity: `<Name>` (the `.voxelTemplate` suffix strips). - Folder shape: - `template.voxbin` — the binary grid payload (size, blockSize, palette, flat grid array). Written by `saveAsTemplate` / `copyTemplate`. **Optional** in the structural spec only so the freshly-scaffolded (empty) folder validates; every real template carries it. - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one From a live shape you authored: ```luau local Voxel = require("@builtin::systems.voxelEngine.voxelEngine") local shape = Voxel.createShape({ size = { 8, 8, 8 } }) shape:fillBox({0,0,0}, {7,7,7}, "stone") shape:saveAsTemplate("my_prop") -- Writes: <paths.templates>/my_prop.voxelTemplate/ -- template.voxbin (the grid payload) -- .metadata ``` Or scaffold an empty one to fill in later: ```luau asset.create("voxelTemplate", "MyProp") -- Creates: /zero/source/MyProp.voxelTemplate/ -- .metadata ``` ## How it operates 1. **Live-link.** `Voxel.fromTemplate(<name>)` resolves the template to an `AssetRef<voxelTemplate>` and stores it in `VoxelShape.templateRef`. The engine indexes that subscription by guid, so a write to the template's `template.voxbin` fires `onAssetReload("templateRef")` on every live instance, which re-reads the payload and rebuilds the mesh. 2. **Delete.** `Voxel.deleteTemplate(<name>)` removes the folder and directly flips `staleTemplate = true` on every live instance — deletes do not emit a content-change event, so the engine notifies instances synchronously rather than waiting on a reload hook. 3. **Copy-on-write.** Editing a live instance (`setBlock`, `fillBox`, …) auto-bakes a private `dataPath` copy and clears `templateRef`, detaching the instance from the template. The original template is untouched. ## In the Inspector Selecting a voxel template opens its **Grid** section, decoded from `template.voxbin` once per version of the file: the template's size in voxels, its block size, whether it is chunked (and, when it is, its chunk size and chunk count), how many palette entries it holds, and whether it carries custom data.
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assettype · born here
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# Package (asset type) A package is an asset — a `<Name>.package/` folder that bundles components, modules, scenes, presets, tools, and any other typed sub-assets under one identity, installed into a world as one unit. Packages are how authoring sets get distributed across worlds. A **library** is the addressable root scope content resolves under (`@builtin`, `@<name>`) — a whole world mounted into this one under a namespace, via `zeromind.installLib` / `world.installLibrary`. A package is an asset that lives inside such a root, and one library holds as many packages as its author put there. A package is installed by guid the way every asset is (`zeromind.installAsset`). ## When to use one - You're authoring a coherent feature suite (character controller stack, voxel engine, UI kit, animation library) and want to ship it as one install target. - You want a stable identity worlds can install and resolve sub-assets against (`@<lib>::pkg.sub_module`). - You want versioning + a per-package metadata layer that travels with the contents. If you're authoring inside a single world and don't need a separate install lifecycle, you don't need a package — drop your `.component` / `.module` / etc. directly in `/zero/source/`. Packages are for cross-world distribution. ## Where it lives - Source: `/zero/source/.../<Name>.package/` (or, for legacy packages, a folder containing `package.yaml` at its root). - Identity: `<Name>` (the `.package` suffix collapses in identity — mirrors `.module`). A file at `<Name>.package/<sub>/init.luau` resolves under the same identity it would at `<Name>/<sub>/init.luau`. - Folder shape (container-style — open child set): - `package.yaml`: metadata (name, version, description) and the packages it depends on (`dependencies`). **Required.** - `README.md` — instance documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** - Sub-asset folders: any combination of `.component/`, `.module/`, `.scene/`, `.preset/`, `.tool/`, `.toolbox/`, `.material/`, `.shader/`, etc. The validator permits unlisted children (`allow_unlisted: true`) by design — packages are open containers. ## How to create one ```luau asset.create("package", "<Name>") -- Creates: /zero/source/<Name>.package/ -- package.yaml (metadata scaffold) -- README.md (instance README template) -- `folder` places it in a subfolder of /source instead of the root: asset.create("package", "<Name>", { folder = "systems" }) ``` Then scaffold sub-assets inside it: ```luau local pkg = asset.resolve("<Name>.package") asset.create("component", "Spinner", { into = pkg }) asset.create("module", "util", { into = pkg }) ``` ## `package.yaml` ```yaml name: inkBlocks # optional; the folder stem when absent version: "1.0.3" description: "Ink and paper style blocks" dependencies: - { name: starterBlocks, version: "1.0.8" } - styleKit # a bare name states no version ``` `dependencies` lists the packages this package needs. Each entry's `name` is a reference the package records, the same kind of reference a `require` or an asset name in a data file makes: - **It resolves in the author's world.** Install the dependency here first (`zeromind.installAsset`); the entry then names the copy this world holds. A push refuses a package whose dependency resolves to nothing, naming it. - **An install brings it along.** Installing the package installs every dependency it lists, at the version this world holds when the package is pushed, under `/source/deps/<owner world>/`, deduplicated against what the installing world already holds. `zeromind.preview` lists each one before anything is written, and the install's `deps` lists what it brought. Uninstalling the package leaves a dependency that another installed package still uses. - **`version` is checked, not chosen.** A stated `version` has to equal the `version` the dependency's own `package.yaml` states in this world; `asset.validate` (and so the push) refuses the package naming both when they differ. To depend on another version, install that version here. ## How it operates 1. **Registration.** Writing `package.yaml` indexes the package with the package registry. 2. **Install.** A package is read before it is installed: `zm ls-tree @<guid>` in the shell lists what it contains, and `zm show @<guid>:<path>` and `zm grep <pattern> @<guid>` read it, so candidates are compared by what they do. The one that fits is installed by guid, the way every asset is: `zeromind_install` over the engine's MCP, or `tools.use("zeromind", "installAsset", <guid>)` inside the engine. The install writes the package's files (and the deps its `.refs` record, the packages its `package.yaml` lists under `dependencies` included) into this world's source, so its sub-assets resolve here. `tools.use("zeromind", "preview", <guid>)` reports what an install would write before it writes anything. 3. **Sub-asset resolution.** Because `.package` collapses in identity, sub-asset paths work whether the package folder is suffixed (`<Name>.package/<sub>`) or not (`<Name>/<sub>`). 4. **Updates.** `tools.use("zeromind", "updates")` lists installed content with upstream changes available; re-running the install pulls them. 5. **Metadata.** `package.yaml::name` overrides the folder stem if present (rare); `version` + `description` are surfaced in the package index. 6. **Hot reload.** Edits to sub-assets hot-reload as normal; edits to `package.yaml` reload package metadata. ## Discovery - `asset.list("package")` — every registered package. - `asset.inspect("<name>")` — sub-asset catalog, source, this type README. - `ls /zero/source/<Name>.package` lists the files the folder holds. - `library.list()` — the library assets registered in this world, including the ones packages under an installed library contribute. ## Authoring conventions - Name packages by their feature (`voxels`, `cameraRigs`, `dialogSystem`), not by their owner — the host library is the `@<lib>::` scope prefix. - Cluster cohesive sub-assets together. A "character controller" package should ship the controller component, its preset configs, its supporting modules, and a demo scene — not just the component. - Document the package's surface in `README.md` — what install installs, what each sub-asset does, how they relate. Agents reading `cat /zero/source/<Name>.package/README.md` get the full picture in one shot. - Version conservatively — breaking a package means breaking every world that installed it. Use semantic version bumps. ## Common pitfalls - **Missing `package.yaml`.** Without it the folder isn't recognized as a package even if it has a `.package/` suffix. - **A dependency named only by a string the code builds.** A package whose files reach another package only through a name assembled at runtime records no reference to it, so an install arrives without it. List that package under `dependencies` in `package.yaml`. - **Identity collapse.** Sub-asset paths skip the `.package` suffix. Don't include `.package` in `require` strings. ## Referencing inside a package: the `~` rule `~` means **this package**, resolved structurally from the referring file's own location. It is the only package-specific syntax. It is rename-safe (no package name is ever written) and library-agnostic (it never names the host library, so it survives `@builtin` being renamed or the package being mounted elsewhere). `~.tail` maps to `<pkg>.package/tail` from anywhere inside the package. | Referencing from | Use | Example | |---|---|---| | An asset/module **inside this package** | `~.tail` | `require("~.modules.myThing")`, `shader: "~.shaders.myThingBlend"` | | A **different package** under the same root | root-relative identity | `require("@root::systems.otherPkg.modules.x")` | | A **different library's** public API (a deliberate external dependency) | `@otherlib::…` | `require("@physics::modules.rigidbody")` | **Never write `@builtin::` (or any host-library name) to reference your own package** — that couples the package to the library it currently lives in and breaks if the library is renamed or the files move. Use `~.`. It works from Luau `require()` and from asset-reference strings in data files (a material's `mat.yaml` `shader:` field, a component's default asset ref); the engine resolves it against the referring file's own package. `asset.resolve` takes a `~.` name the same way, against the package of the file that calls it: `asset.resolve("~.materials.myThingStandard", "material")`. `~.` is the package-relative self-reference; `@root::` is the root-relative one (the library root, or the world source tree for non-library content). The `core/requiring-modules` guide covers the root model in full. A package that ships substantial functionality should include a `.guide` asset (a `<name>.guide/guide.md` folder anywhere under the package); the `guides` tool discovers it live, so collaborators find the system the way they find built-in guides. A package's test suite reaches the shared `Test` framework through its enclosing asset: `local Test = asset.containing(__FILE__).modules.shared` (`asset.containing` returns the deepest enclosing typed asset, the `.testSuite`, not the outer `.package`). ## Related types - Any of `.component`, `.module`, `.scene`, `.preset`, `.tool`, `.toolbox`, `.material`, `.shader`, `.style`, `.service`, `.importer` — packages bundle these. ## In the Inspector Package: the name, version and description package.yaml declares, how many things the package holds and what they are, and **Open** for package.yaml. A package.yaml that does not decode is listed under Problems with the decoder's error.
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assettype · born here
❒asset
# Component (asset type) A component is a reusable behavior + data unit attached to an entity. The component file declares public fields, methods, and lifecycle callbacks; the engine instantiates one per attachment and drives its hooks every frame. Components are the primary unit of gameplay code — movement, AI, animations, UI panels, network sync, and per-entity state all live here. ## When to use one - You need per-entity state that survives across frames. - You need per-entity behavior driven by engine lifecycle hooks (`start`, `update`, `onDestroy`). - You want to expose configurable fields to designers / `entity.spawn` callers / scenes without code changes. If you need a stateless pure-function library, use a `.module`. If you need to generate content declaratively, use a `.service`; compute work belongs in a `.computeShader`. ## Where it lives - Source: `/zero/source/.../<Name>.component/` - Identity: `<Name>` (the `.component` suffix strips from the identity, but the folder retains the suffix on disk). - Folder shape: - `init.luau` (or `init.lua`) — declares the component. **Required.** - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** The structural contract is enforced by `asset.validate` against this type's `type.yaml`. ## How to create one Always start with the scaffold — it guarantees the folder shape matches `type.yaml` from the moment it's on disk: ```luau asset.create("component", "<Name>") -- Creates: /zero/source/<Name>.component/ -- init.luau (canonical declare + public block + hooks stubbed) -- README.md (instance README template) ``` After scaffolding, edit `init.luau` to fill in the actual fields and behaviour. The component registers as soon as the file is written — hot-reload is automatic; no engine restart required. ## How it operates 1. **Registration.** Writing `init.luau` into a `.component/` folder indexes the asset, mints a guid (in the `.meta` sidecar), and surfaces the type to the engine's component registry. Same-frame visible to `entity.component.add`. 2. **Attachment.** `entity(id).component.add(name, data)` (or the batch form `tools.use("entityOps", "addComponents", targets, { [name] = data })`) attaches an instance. The `data` table's fields override the component's declared defaults; omitted fields take the declared default. The `data` values are copied into `public.*` BEFORE `awake()` runs. 3. **Lifecycle.** The hooks run in this order: - `awake()` — same frame as attach, immediately after the data copy. Initialise state, set up native bridges, register with other systems. Other components on the same entity may not have awoken yet. - `start()` — the next frame. Every component on the entity has completed `awake()` by then, so cross-component setup is safe here. - `update(dt)` — same frame as `start()`, then every frame after, for as long as the gameplay clock is running. `fixedUpdate(dt)` runs once per physics step, straight after it, with the step's `dt`, so a frame can run it several times or not at all; `editorUpdate(dt)` runs while the clock is held. Which of them ticks is decided by `engine.mode` AND `engine.paused` together — see **Per-frame hooks and the two axes** below, and `man modes`. - `onDestroy()` — when the component is removed via `component.remove` or when the owning entity is despawned. Release resources, drop native ECS components. For the full list (`onEnable`, `onDisable`, `fixedUpdate`, `editorUpdate`, `onPropertyChanged`, `onAssetReload`, `onModuleReload`, `onBeforeSave`, …) and the timing details, **read `man components` — that is the canonical lifecycle reference. Generic component patterns (declare blocks, public fields, sync, ECS bindings, typed methods) all live there.** 4. **Public surface.** Fields declared in `public` are inspectable, editable in the inspector, and persist with the entity. Methods are declared on that same table with a colon — `typed function public:method(args)` — and every one of them takes the component ref as `self`, so a caller invokes it with a colon too: `entity(id).component.get(name):method(args)`. That is the one calling convention a component ref answers to: the reflection methods `ref:fields()` / `ref:getField(name)` / `ref:setField(name, value)` take the same spelling. A function the chunk declares at file scope (`function helper()`) is the component's own, reachable from its hooks under its bare name; `public` is what the ref carries. 5. **Settings and the Inspector card.** `type.yaml` names the component's settings schema as `settings: { schema: { instance: "init.luau", export: "public" } }`: the `public` table IS the schema, and its values live on each entity the component is on, so `asset.schema(componentRef)` answers the Field descriptors and no values file exists. On an entity the Inspector shows the component as a card whose generic `settings` section edits those fields as typed controls, each edit checked against the schema and written to the live component as one undoable operation. `type.yaml` also names `inspector: { instance: "inspector.luau" }`: a component that ships an `inspector.luau` beside its `init.luau` shapes its card — the file returns `{ sections, replace, order }` (see `assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)` reading `ctx.component` (the live component) and `ctx.selection.id` (the entity). `SceneModule.component/inspector.luau` replaces `settings` with the bound module's declared inputs. 6. **Events.** An `events` block declares typed moments the component fires from inside — `events = { onHit = Event({ dmg = Field.number(0, NoSync) }) }`. The owner fires with `events.onHit:fire({ dmg = 10 })`; outside code subscribes through the proxy's subscribe-only facade, `entity(id).component.get(name).events.onHit:connect(fn)` (`:once` / `:wait` too). Pass `Sync` as the event's second argument to replicate a fire to other peers. Events let one component react to another's moments without polling. Full reference: **`man components`**, Events section. 7. **Hot reload.** Editing `init.luau` reloads the component definition; live instances are reconciled with the new declaration in-place, and each crosses one lifecycle boundary: `onDestroy()` ends the running life, then `awake()` and `start()` construct the one that replaces it, and `update()` resumes on the next frame. `public` and `private` values carry across; module-level `local`s belong to the chunk, so the new life starts with them at their initial values and its `awake`/`start` are what fill them in. Whatever the old life handed elsewhere — a subscription, a shared registration, a spawned entity — is released in `onDestroy`, the call that pairs with the construction about to run. An edit that leaves the source byte-identical crosses no boundary at all. A field carries its value across when something stated it: a key of the `data` table the instance was attached with (a scene record's data is that table), or a write made since. Every other field takes the edited source's declared default, so changing a default reaches every instance that left the field to it. An instance that states its own value for a field whose default the edit changed keeps that value, and the reload logs a `[HotReload]` warning naming the field, the entity, the value kept and both defaults. ## Discovery - `asset.list("component")` — every registered component (engine + world + libraries). - `asset.inspect("<name>")` — identity, scope, public fields, lifecycle methods, source path, and this type README. `detail` carries the component's declared `fields`, `methods`, and `events`, parsed from its source — `tools.use("assets","describe", "<name>")` renders it as markdown, so a component's events are visible without opening its source. - `ls /zero/source/<Name>.component` lists the files the folder holds. - `entity(id).component.list()` — components attached to an entity. ## Per-frame hooks and the two axes `engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay clock) are independent, and the per-frame hooks read them separately: - `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is running** — whichever mode the engine is in. - `editorUpdate(dt)` ticks while **the clock is held** — because the mode is `edit`, or because play is paused — and also alongside `update` whenever edit is running. Which gives four states, and this table is the contract: | `engine.mode` | `engine.paused` | hooks that tick | |---|---|---| | `edit` | `true` | `editorUpdate` | | `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` | | `play` | `false` | `update`, `fixedUpdate` | | `play` | `true` | `editorUpdate` | Entering edit sets `paused = true` and entering play sets it back to `false`, so a session that never writes `engine.paused` only ever sees rows 1 and 3 — which is where the shorthand "`update` is the play tick, `editorUpdate` is the edit tick" comes from. It is the two default rows of a four-row table, not the rule. **Row 2 is the one that surprises.** With `engine.paused = false` in edit — set by hand, or by a tool that advances the gameplay clock to sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate` both fire, once each, every frame. A component that declares both and routes them to one body therefore runs that body **twice per frame**: ```luau local function drive(dt) ... end function update(dt) drive(dt) end function editorUpdate(dt) drive(dt) end -- twice per frame in row 2 ``` Nothing reports the doubling; it reads as an animation running at twice its intended speed. To get exactly one tick per frame in every row, ask which axis you meant and answer it in the body: ```luau function update(dt) drive(dt) end function editorUpdate(dt) if engine.paused then drive(dt) end end ``` A scene `entrypoint.luau` declaring the same two hook names is dispatched by the scene loader, not by this table: there `update` needs play AND running, `editorUpdate` needs edit, and play-paused ticks neither. Read `man scenes` before carrying a component's rule to an entrypoint. ## Authoring conventions - Annotate public fields with `--!desc` so the inspector + LSP show documentation alongside the field name. - Declare lifecycle hooks (`start`, `update`, `onDestroy`) explicitly rather than relying on engine defaults — readers can see at a glance what runs when. - Keep `update(dt)` cheap — it runs every frame per instance. Move heavy work to `start`, to a `.computeShader`, or behind a job (`man jobs`). - For multi-entity batching, prefer `tools.use("entityOps", "addComponents", targets, components)` over a loop of `entity(id).component.add` — it takes many targets and many components in one call. ## Common pitfalls - **Naming.** The component identity is the folder stem with `.component` stripped (e.g. `<Spinner>.component/` → identity `Spinner`). Don't repeat the suffix in the identity passed to `component.add`. - **`init.lua` vs `init.luau`.** Either is accepted (it's a `one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both in one folder is invalid. - **`update` in edit mode.** It runs whenever the gameplay clock is running, and entering edit stops that clock — so `update` is idle in a freshly-entered edit session and ticks again the moment anything sets `engine.paused = false`. Use `tools.use("wld", "play")` to test update logic under the mode it ships in; `tools.use("wld", "edit")` to return. See **Per-frame hooks and the two axes** above. - **Renaming.** Renaming the folder changes the identity. References to the component are recorded against the component itself, so renaming or moving it does not break them. ## Related types - `.module` — pure-function library, no per-entity state. - `.service`: a declarative content generator, no per-entity state. - `.preset` — a captured component configuration, replayable into `component.add` without re-typing fields. - `.bundle` — entity hierarchies that may carry component attachments as part of the bundle. ## In the Inspector Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
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assettype · born here
❒asset
# Scene (asset type) A scene is a saved, loadable snapshot of an entity scenegraph inside a world: the entity hierarchy, transforms, components, lighting, and a declared `player` intent, plus an auto-discovered startup script. A scene is the unit of "level" or "screen" — a title screen, a lobby, a gameplay area, and an end-of-game summary each get their own scene. Scenes load as **layers**. One root scene is active at a time; additional scenes can load additively as overlays on top of it. Each scene owns its own multiplayer relay room. Switching scenes is a local call: the client that makes it leaves the old scene's room and joins the new scene's room. ## When to use one - You want a savable, re-loadable snapshot of an entity scenegraph plus its lighting and player setup. - You want a runnable starting state for a level or screen. - You want a scenes-as-data flow: `layers.load("lobby")`, edit live, then `layers.active:save()` to publish the edits back to the scene. For a reusable entity assembly (a prop, a vehicle, a UI panel) that many scenes spawn into themselves, use a `.bundle`. A scene is a whole-world snapshot; a bundle is one prefab that lives inside scenes. ## Folder shape A scene asset is a folder ending in `.scene`. Its identity is the folder name with the suffix stripped (`Lobby.scene` → `Lobby`). - `scene.json` — the scenegraph: `entities[]`, lighting, and the top-level `player` intent. **Required.** Written by the engine — a build, a save, a human dragging something in. Not hand-edited. - `build.luau` — what the scene is made of, written as code. Runs while you author; saving bakes its result into `scene.json` (see Building a scene). - `entrypoint.luau`: the startup script. **Required.** Auto-discovered as a sibling of `scene.json`; define lifecycle callbacks here (see The entrypoint). - `<name>.<type>/` — an asset the build makes, authored here by `build.asset` (see The assets a build makes), alongside `.build.assets`, which records which `build.luau` produced each of them. - `prefabs/` — optional subfolder for scene-local bundles. - `scripts/` — optional subfolder for scene-local Luau helpers, required from `entrypoint.luau`. - `README.md`: notes about THIS scene: what it shows or plays and what it is for. **Required.** The general scene model lives here, in `guides { path: "types/scene" }`. - `.metadata`: **Required.** `scene.json` is version 7. It carries `"format": "scene"`, `"version": 7`, an `entities[]` array, and a top-level `"player"` string intent. ## The `player` intent Every scene declares how it handles players with a top-level `player` field in `scene.json`: - `"spawns"` — the scene carries an authored player setup, and the engine spawns a player for each connecting user from it. This is the default for a freshly created scene. - `"none"` — the scene spawns no player and authors no camera. Author your own Camera entity for the view (menus, UI-only screens, cinematics). ### How `"spawns"` works A `"spawns"` scene authors two things in `scene.json`: 1. A **PlayerPrototype** — an entity carrying the `PlayerPrototype` component, whose `body` field names a child entity (the body). The body carries an avatar (an `Asset` pointing at an avatar, e.g. `@builtin::avatars.humanoid`). A `CameraRig` child carries a `Camera` with a camera behavior (e.g. `orbital_follow`). The prototype root is authored `PrototypeOnly` so it exists as a clonable template. 2. A **PlayerSpawn** — an entity carrying the `PlayerSpawn` component, whose `prototype` field names the PlayerPrototype to instantiate and whose transform is where players appear. The scaffolded scene groups these under two organizing entities, `PlayerSetups` (holding the prototype) and `Spawns` (holding the spawn), so the authoring tree stays legible. On each user join — entering play, and each subsequent connect — the engine runs the spawn for that user: - It clones the PlayerPrototype subtree. - The clone root becomes the user's **internal identity** — a registry-only entity named `user` carrying the `UserIdentity` component. The identity is the anchor for who the player is; it has no world presence. - The body named by `PlayerPrototype.body` is adopted as the user's **avatar** — their visible presence in the world — and placed at the PlayerSpawn's world transform. Move the PlayerSpawn (or drag it in the editor) to set where players appear. - The `CameraRig`'s Camera follows the bound avatar. The player prototype is live in edit mode so you can see and adjust it. In play mode it is deactivated and marked internal — it stays a clonable source while each user gets their own clone. ### Reaching the live player The player surface lives on the root scene's registry, `layers.active.players`: - `players.localPlayer` — this client's player, a curated handle. - `players.localReady` — `true` once the local player's avatar is bound (or the scene opted its avatar out). - `players:list()` / `players:count()` — the players connected in this scene's room. - `players:get(userId)` — a connected player by account id. - `players:ownerOf(avatar)` — the player whose body is a given avatar. A player handle is a data record about who the player is, plus a link to their body: - `player.avatar` — the body's entity ref. Act on the body through it (`player.avatar.position`, raycasts, rig access). - `player.isLocal` — whether this client owns the player. - `player.ready` — whether a live avatar is bound. - `player.userId` / `player.identity` / `player.displayName` — the player's account identity. - `player.avatar = ref` — bind a live body entity as the player's body (assign nil to clear). To use a `.bundle` / `.avatar` asset, spawn it into the world first, then bind the resulting entity. The player's identity entity is the internal anchor; the handle exposes the body (`player.avatar`) and the player's data, and reaching for `.entity` / `.id` / `.component` raises with a redirect to `player.avatar`. ## Building a scene `build.luau` declares what the scene holds. It is ordinary engine code — `entity.spawn`, `component.add`, transform writes, `for` loops, a `require` of a module that computes a layout — and what it creates is what ends up in the scene. ```lua function content() for i = 0, 4 do local crate = entity.spawn("crate") crate.localPosition = { i * 2, 0.5, 0 } crate.component.add("Model", { model = asset.resolve("cube", "mesh") }) end end ``` The build runs while you author, in **edit** mode, and what it created lands in the live scene. Saving the scene bakes it into `scene.json`, which is what makes the entities durable content: a human can select and inspect them, they replicate, and they are there when the world opens without `build.luau` running at all. Play mode never runs it — in play the entities load from `scene.json` like anything else the scene holds. **Editing the file rebuilds the scene in place.** Writing `build.luau` is the signal; there is nothing to reload, and the rebuild saves. An entity keeps the id it had, so a reference to it — a spawn naming a prototype, another entity's component naming this one — survives every rebuild. Add a crate to the loop and the other four do not move. The write returns as soon as the file is on disk and the rebuild finishes behind it, so what it landed comes back as a notice: ``` [info] a write to build.luau rebuilt the scene { content="6", scene="scenes.main", editorOnly="1" } ``` An edit saved while a rebuild is still running is an edit to code that rebuild has already read, so it gets a rebuild of its own once that one finishes, and says which it was: ``` [info] a write to build.luau arrived during a rebuild and was rebuilt after it { content="7", scene="scenes.main", editorOnly="1" } ``` Several edits saved during the same rebuild get the one run after it, which reads the file as it stands then. A scene that declares a build also runs it when it **loads** in edit, so the scene shows what the code says now, including an edit made while the world was closed. A load whose `.build.state` records the current script reads `scene.json` as the build and runs nothing. When the load does run it, a world's own scene saves the result, unless the scene holds unsaved edits: those stay the author's to keep or discard, and the file write waits for their save. A library scene (one under `/libs/`, the `@builtin` library included) is read by its load: the build lands in the live scene and its files stay as the library states them. Play reads `scene.json`, so it comes up without that build until `:build()` saves it. ### The two surfaces - `content()` — the scene's own entities. Present in play. - `editorOnly()` — entities present while authoring and absent in play. They carry the `EditorOnly` participation the runtime deactivates and hides when play begins, and they are baked too, so a collaborator opening the world sees the same ones. Anything an author needs to see and a player does not goes here — an alignment guide, a spacing marker, a debug volume. Both are optional. A scene with neither has no build. ### What a rebuild touches Only the entities the build itself placed. Anything a human dragged in, or a tool placed directly, is invisible to a rebuild and never moved or removed. Within what it owns, the build is authoritative: an entity the code stopped emitting is despawned, a component it stopped adding is removed. The build writes its own name and each entity's place in the hierarchy onto the entity, and `scene.json` records that pair beside the entity's name and transform — which is why a rebuild after a reload, in a later session, lands on exactly the entities it placed the first time without anything having been remembered. ### When the file did not change `:build()` runs the build against what it resolves right now — for the case where something the builder *reads* changed and the file did not: a module it requires, an asset it resolves. After a write it is unnecessary; the write has already run it. ```lua layers.active.asset:build() -- rebuild and save layers.active.asset:build({ save = false }) ``` It answers with how many entities each surface placed — `{ content = 6, editorOnly = 1 }` — and with nil for a scene that has no `build.luau`. Called while a build for that scene is already running, it returns at once with `{ inFlight = true, scene, trigger, startedBy, message }` naming that build instead of starting a second one; `inFlight` is what tells the two answers apart. An operation the bake cannot hold is **refused** rather than applied. A build accepts what its records carry: entity lifecycle, transforms, hierarchy, names, visibility, active state, participation mode, network scope, attributes, and components with their public data. Anything else raises while the build runs, naming the operation and the build it answered to, instead of leaving the scene depending on something no reload brings back. When that happens the previous build stays exactly as it was. A runtime resource a build needs — a mesh it generates, a texture it writes — is made as an asset instead, below. Everything else a refusal names goes outside the builder, or into a component the builder attaches, which runs at play. ### The assets a build makes `build.asset(type, name, produce)` makes an asset the build's content names — a mesh a lathe produces, a texture a pattern writes. `produce` takes nothing and returns the creation parameters `asset.create` takes for that type; the call returns the asset's `AssetRef`, which is what a component field holds. ```lua function content() local tower = build.asset("mesh", "tower", function() local positions, indices = lathe(profile, 16) return { positions = positions, indices = indices } end) entity.spawn("tower").component.add("Model", { model = tower }) end ``` The asset is authored inside the scene's own folder — `Lobby.scene/tower.mesh` — and the scene records which `build.luau` produced it in `.build.assets`. So `produce` runs when the build script changed and never otherwise: a reload re-runs the build and reuses the asset, while editing the profile re-authors `tower.mesh` **in place**, keeping its path and its guid. That is what holds the reference — `scene.json` names assets by guid. For a part of a scene that several scenes place — or that one scene places many times with different settings — see `guides { path: "types/sceneModule" }`, which is the same idea with declared `inputs` a placement sets. `guides { path: "core/scenes-as-code" }` covers both. ## The entrypoint `entrypoint.luau` is the scene's **runtime** — what happens while the game is being played. What the scene *is* comes from `build.luau` above; nothing here has to construct it. `entrypoint.luau` is auto-discovered as a sibling of `scene.json`. The loader runs it in a fresh environment and folds its top-level `function name(...)` declarations into the matching scene lifecycle event. Define the callbacks the scene needs — the recognised set: - `onLoad()` — the scene loaded in **play** mode. Gameplay-start hook, runs on every connected client. - `onHostLoad()` — the scene loaded in **play** mode, on the client that owns the scene's synced content (the relay room creator; offline and single-player count as host). Fires once. Entities spawned here — and anywhere downstream — become synced automatically, so this is where shared world content is spawned: it runs on exactly one peer, and every other peer receives the entities from the relay snapshot. - `onEditLoad()` — the scene loaded in **edit** mode. Custom per-scene authoring tools. Writing this file while the scene is loaded in edit mode reloads its layer, so the new `onEditLoad` runs after the previous load's `onUnload`. - `onUnload()` — before the scene's entities are torn down. Extra cleanup; engine-managed teardown (entity despawn, resource release) runs separately. - `update(dt)` — per frame in play mode, while the gameplay clock runs. - `editorUpdate(dt)` — per frame in edit mode, running or paused. Play-paused ticks neither hook. The scene loader partitions these strictly on mode; a component's hooks of the same name read `engine.paused` instead, so the two rules differ — `man components` has that table. - `localPlayerReady(player)` — once the local player's avatar is ready. Gameplay wiring for the local player: attach state, bind UI, swap the avatar. The avatar is already placed at the PlayerSpawn, so this is for behavior, not positioning. - `playerJoined(player)` — a remote player joined this scene's room. Use for per-player UI (nameplates, greetings). The local player arrives through `localPlayerReady`. - `playerLeft(eid)` — a remote player left this scene's room. Receives the departed entity's id (the entity is already despawned). Each scene's entrypoint runs in its own environment, so two scenes can declare the same top-level names without clashing. Keep each callback short; push per-scene logic into `scripts/` modules and `require` them. ## Layers Scenes load through the `layers` namespace. - `layers.load(ref, opts?)` — load a scene. `ref` is a scene AssetRef or identity string. Without `opts.additive`, this is a **root** load: it replaces the current root scene. `opts`: - `additive` — load as an overlay alongside the current root instead of replacing it. - `persistent` — keep an additive overlay mounted across mode flips and root swaps. - `origin` — a `{x, y, z}` world offset for the overlay's entities. - `deferred` — spread the entity spawn across frames (for thousand-entity scenes); the load signals complete only once the scene has settled. - `layers.active` — the current root scene proxy (nil before any load). - `layers.list()` — every loaded layer (root + additive overlays). - `layers.find(ref)` / `layers.is_loaded(ref)` — look up a loaded layer by ref. - `layers.onLoad(cb)` / `layers.onUnload(cb)` / `layers.onBeforeLoad(cb)` — subscribe to every scene load / unload (distinct from a scene proxy's own `:on_load` / `:on_unload`, which fire only for that scene). A root scene carries the `players`, `camera`, and `settings` surfaces; additive overlays inherit the root's players and lighting and do not carry their own. ### The scene proxy `layers.active` (and `layers.find` / `layers.list` entries) returns a scene proxy: - Fields: `.guid` (canonical identity), `.name`, `.path`, `.asset`, `.additive`, `.visible`, `.state` (`"loading"` → `"loaded"` → `"ready"` → `"unloading"`), `.ready`, `.players`, `.camera`, `.settings`, `.entrypoint`. - `.camera` — a proxy over the scene's primary camera entity; read and write the live Camera component through it, and `.camera.behaviors._list()` enumerates the available camera behaviors. - `:save(opts?)` — publish the live scenegraph to canonical `scene.json` (see Saving). A convenience that forwards to the scene ASSET's `save` (`self.asset:save(opts)`): the proxy is the runtime view and owns nothing on disk, so persistence lives on the asset. - `:reload()`: unload and reload the same scene (a runtime respawn). A scene with a `build.luau` runs its build again and saves the scene, so `scene.json` holds what the reload built and the next play loads it; a library scene's rebuild lands in the live scene alone. - `:clearDirty()` — discard unsaved edits and respawn from canonical. Forwards to the scene asset's `discard` (`self.asset:discard(opts)`). - `:sceneAsset()` — the durable `AssetRef<scene>` this live layer maps to. - `:promoteDirty()` / `:writeDirty()` / `:hasDirty()` — manage the dirty overlay directly. - `:unload()` — despawn the layer and free its slot. - `:onReady(cb)` — fire once the scene reaches `ready` (latched: a late subscriber fires immediately). ## Multiplayer & relay rooms Every scene has its own relay room, keyed by the world guid, the boot profile, the mode, and the scene guid. Switching scenes with `layers.load` runs a room transition — leave the old room, tear down, join the destination scene's room — all on the client that made the call. Teardown of the old scene never leaks to peers in the new one. In play mode connected to a relay, the scene's entities are host-authoritative: only the room creator instantiates them (marked synced), and every joiner receives them from the relay snapshot rather than spawning their own. This is why shared world content belongs in `onHostLoad` — spawning it in `onLoad` would run on every peer and duplicate it. Each player's own avatar spawns per-user from the PlayerSpawn on every client. Edit mode and offline boots spawn locally and never auto-sync. ## Loading and saving **Loading** — `layers.load(ref)` for a root scene: 1. Despawns the current root scene's non-persistent entities. 2. Instantiates the entities from `scene.json` (including the player prototype and spawn for a `"spawns"` scene). 3. Applies lighting and sky. 4. Runs `entrypoint.luau` and fires lifecycle callbacks as their events occur. **Saving** — persistence lives on the scene ASSET. `sceneRef:save()` writes the scene's current state back to canonical `scene.json`; when the scene is loaded it captures the live scenegraph, and when it is not loaded it promotes the pending dirty overlay. `layers.active:save()` is the convenience form — it forwards to the active layer's mapped asset (`layers.active.asset:save()`). Writing canonical is the only path that does so: edit ↔ play cycles never save, so hitting play to test never overwrites the scene. Between saves, live edits accumulate in a per-scene dirty overlay that the loader merges on top of canonical. `sceneRef:discard()` throws the overlay away and restores the saved state — deleting the overlay, and respawning the live layer when the scene is loaded. It works whether or not the scene is loaded, because the overlay belongs to the asset, not the runtime layer. `layers.active:clearDirty()` forwards here. Saves capture entity data, not the entrypoint script — edits to `entrypoint.luau` and `scripts/` are always preserved. `opts.to` on `save`/`discard` targets a different scene ("save as"), taking either a bare name (`"level_2"`) or a full VFS path. **What a record states.** A component's record in `scene.json` holds the fields that instance's configuration states: the keys of the table it was added with (a `build.luau` call's own init table, or the record it was loaded from) and every field written since, through code, a tool or the inspector. A field nothing set stays out of the record and takes the component's declared default each time the scene loads, so changing that default reaches every entity that left the field to it. To have an entity follow the default again, remove the field from its record. A field set on a live entity after its record was made is a change the scene review names (`sceneAuthoring.changes` lists it as `+ Type.field = value`), and accepting it writes the field into the record. A stored value cannot be told apart from one an author chose, so a stored value loads and saves as it is, and a hot reload that changes a default one of them shadows names it. A stored field the component no longer declares is named by a `[component.add]` warning when the record loads and left out of the next save. ## Lighting Lights are ordinary entities: a directional light, an ambient light, and a sky are entities carrying `Light` / `ProceduralSky` components in `scene.json`. Author, move, and tune them like any other entity. If a scene is missing any of {directional light, ambient light, sky}, the loader adds a temporary default for the absent one so a scene never loads dark or skyless; the defaults are never saved into the scene. Scene-level lighting state that is not an entity — clear color and sky descriptor — lives under `layers.active.settings.lighting` (`clear_color`, `sky`); writing those fields updates the engine live. ## Modes Scenes load in both edit and play mode (see `man modes`). The mode governs behavior: - An entrypoint's `update(dt)` runs in play while the gameplay clock runs, and its `editorUpdate(dt)` runs in edit. A component's hooks of the same name follow the clock rather than the mode — `man components` has the four states that produces. - Player prototypes are live in edit and deactivated + internal in play, where each user instead gets a clone. `EditorOnly` entities follow the same edit-live / play-internal toggle. - `onLoad` / `onHostLoad` fire on a play-mode load; `onEditLoad` fires on an edit-mode load. ## How to create one ```luau asset.create("scene", "<Name>") -- Creates /zero/source/<Name>.scene/ with: -- build.luau where this scene's content is written. A new one starts -- with the sun / ambient / sky lighting and the "spawns" -- player setup, commented for editing — everything else the -- scene comes to hold is written here too. -- scene.json what that code produces, baked. -- entrypoint.luau commented lifecycle-callback stubs. ``` A freshly created scene has a player with a following camera on the first press of play. It carries no ground, so the first thing to author is what the player stands on — a `content()` line away in `build.luau`. ## Discovery - `asset.list("scene")` — every registered scene. - `asset.inspect("<name>")` — entity count, lighting summary, source path, and this type README. ## Authoring conventions - Keep static layout in `scene.json` — geometry, lights, props, the player prototype and spawn. - Keep dynamic setup in `entrypoint.luau` lifecycle callbacks — event listeners, gameplay state, services attached to spawned entities. - Spawn shared, synced world content from `onHostLoad`; spawn each player's own gameplay wiring from `localPlayerReady`. - Set the world's startup scene in `/.world_settings` — that is the scene the world boots into. - Y is up; -Z is forward. - Renaming the folder changes the scene's identity. References to the scene are recorded against the scene itself, so renaming or moving it does not break them. ## Related types - `.bundle` — reusable entity hierarchies that scenes spawn into themselves. - `.service`: a declarative content generator a scene can draw on. - `.world_settings` — picks the startup scene and world-level renderer / physics options. ## In the Inspector Selecting a scene opens its **Scene** section, read from `scene.json` without loading the scene: how many entities it holds, how many of them are roots (and their names), how players join and the file's format version when it states them, and whether the scene has edits not yet saved.
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