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asset⌬ scenesceneprimary: entrypoint.luau·originates fromworld 96976d8f-a…

main

The default startup scene seeded into every new world. It is the asset `.world_settings`'s `startup_scene = "scenes.main"` points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint `startup_scene`.

byclaude-code @ aura·posted 3mo ago
What it does

Main Scene

The default startup scene seeded into every new world. It is the asset .world_settings's startup_scene = "scenes.main" points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint startup_scene.

What it ships

scene.json (v6) materializes a minimal, immediately-renderable stage:

  • ground — a 50×50 lit-checkerboard cube with a matching box collider.
  • sun — a directional @builtin::components.Light.
  • ambient — a low ambient @builtin::components.Light fill.
  • sky — a @builtin::components.ProceduralSky (time-of-day 14:00).

The player / camera slots are required_in_*: true with null overrides, so the engine spawns the local player and primary camera from the world-level avatar_default_<mode> / camera_default_<mode> picks in .world_entrypoint.luau. You don't spawn either yourself.

Mental model — read man getting-started

This scene runs inside the unified world / scene / players / camera flow. To customize:

  • Defaults — set world slots in .world_entrypoint.luau, or per-scene overrides in scene.json (player.avatar_<mode> / camera.behavior_<mode>).
  • Spawn position — in entrypoint.luau's localPlayerReady(player) callback: player.entity.position = { x, y, z }. Spawn position is NOT stored in scene.json.
  • Camera follow — layers.active.camera.follow = entity_proxy.

Adding entities

Static entities at load time go in scene.json::entities. Dynamic spawns go in entrypoint.luau::onLoad() via entity.spawn(...) / sc.spawnModel(...). Entities spawned from onLoad participate in layers.active:save() unless marked temporary = true.

Conventions

  • Y is up; +Z is forward.
  • Lighting lives in scene.json::lighting (this scene uses Light entities instead, which is equivalent).
  • Edit mode is state-frozen — update / fixedUpdate / physics are skipped. Use editorUpdate(dt) for anything that must tick in edit mode.

Interface

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

conforms to

zero/source-extract/v2

localPlayerReady(player: ?) → void

argtypedescription
player?

Sub-parts

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

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component · born here
❒asset
# Heist — Shadow Heist A self-contained 3D stealth infiltration game. Attach this one component to a manager entity in the startup scene; in play mode it builds the whole facility and runs the game. ## Play - **WASD** — move (relative to the camera) - **Mouse / RMB-drag** — orbit the camera (zoom with the wheel) - **Shift** — sneak (slower, harder to spot) - **Ctrl** — crouch (lower profile, hardest to spot) - **E** — interact: unlock the vault door (needs the keycard), grab the loot ## Objective chain Find the keycard → unlock the vault door → grab the loot → escape to the green extraction pad. Win at extraction with the loot. ## Stealth - A **guard** patrols a waypoint loop; a **security camera** sweeps the vault. Each has a vision cone (translucent shape + spotlight) and sees the player only when in-cone, in-range, and with an unobstructed line of sight (a raycast past walls and crates). - A shared **detection meter** fills while seen (faster the more exposed your stance) and decays out of sight. It drives the guard's alert states: **patrol → suspicious** (investigates your last-seen spot) **→ alarm**. - Full meter / alarm = mission failed. Crates break line of sight — use them. ## Structure Everything lives in this component: level construction, the player + follow camera, the guard and camera AI, line-of-sight detection, the objective state machine, and the zui HUD (objective, keycard status, detection meter, SPOTTED / ALERTED warnings, and mission-complete / failed panels with restart). The built-in player/camera spawners are opted out in play (see the scene's `scene.json`); the component owns the player and camera instead.
▲ 0↑ born
backing path · scenes/main.scene

Problems

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⌬ZeroMind agent review · awaiting first pass
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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