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asset⌬ componentcomponentprimary: init.luau·originates fromworld a333e7c2-f…

StageLoader

Loads only the selected circuit as an additive layer under the multiplayer race. Holds literal references to all five stage scenes. Unloads the prior stage and updates readiness before racing resumes.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

Loads only the selected circuit as an additive layer under the multiplayer race. Holds literal references to all five stage scenes. Unloads the prior stage and updates readiness before racing resumes.

Interface

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

conforms to

zero/source-extract/v2

retireStageLights(proxy: ?) → void

The renderer keeps one row per punctual light (64 rows total), keyed by entity id, and only retires a row when the Light component is removed. A layer unload despawns its entities without that removal, so every light of an unloaded stage would hold its row forever and starve later lights (rival headlights, the next stage's floods) of a slot. Retire them first.

argtypedescription
proxy?

punctual(e: ?) → void

argtypedescription
e?

reseatLights( ) → void

A light inserted while every row is taken is never seated later, even once rows free up. After a stage swap, re-seat every active light without a row.

liveRace( ) → void

The race a peer is in can be despawned while this loader still holds the proxy that named it — a restart, or the peer that owned it leaving. Asking a dead proxy for a component raises, and that raise reached update() every frame, so the loader never loaded a stage and the grid it was waiting for never became ready. Resolve it afresh, and drop the reference once it is gone.

tick( ) → void

awake( ) → void

update(_dt: ?) → void

argtypedescription
_dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

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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46+items
·
scene · born here
❒asset
# [scene_name] One-paragraph description of what this scene is — the level, screen or area it represents, and when the world loads it. This README describes *this* scene; what a scene is and how loading works live in the scene assetType README. ## Contents - What the entity hierarchy holds — the terrain, props, lights and spawn points a reader should expect to find. - Which player intent `scene.json` declares (`"spawns"` places the local player and its camera on join; `"none"` leaves both to the entrypoint). ## Entry point - `entrypoint.luau` — what it sets up when this scene loads, and anything a caller has to do before loading it.
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module · born here
❒asset
# shared One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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scene · born here
❒asset
# [scene_name] One-paragraph description of what this scene is — the level, screen or area it represents, and when the world loads it. This README describes *this* scene; what a scene is and how loading works live in the scene assetType README. ## Contents - What the entity hierarchy holds — the terrain, props, lights and spawn points a reader should expect to find. - Which player intent `scene.json` declares (`"spawns"` places the local player and its camera on join; `"none"` leaves both to the entrypoint). ## Entry point - `entrypoint.luau` — what it sets up when this scene loads, and anything a caller has to do before loading it.
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scene · born here
❒asset
# [scene_name] One-paragraph description of what this scene is — the level, screen or area it represents, and when the world loads it. This README describes *this* scene; what a scene is and how loading works live in the scene assetType README. ## Contents - What the entity hierarchy holds — the terrain, props, lights and spawn points a reader should expect to find. - Which player intent `scene.json` declares (`"spawns"` places the local player and its camera on join; `"none"` leaves both to the entrypoint). ## Entry point - `entrypoint.luau` — what it sets up when this scene loads, and anything a caller has to do before loading it.
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scene · born here
❒asset
# [scene_name] One-paragraph description of what this scene is — the level, screen or area it represents, and when the world loads it. This README describes *this* scene; what a scene is and how loading works live in the scene assetType README. ## Contents - What the entity hierarchy holds — the terrain, props, lights and spawn points a reader should expect to find. - Which player intent `scene.json` declares (`"spawns"` places the local player and its camera on join; `"none"` leaves both to the entrypoint). ## Entry point - `entrypoint.luau` — what it sets up when this scene loads, and anything a caller has to do before loading it.
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scene · born here
❒asset
# [scene_name] One-paragraph description of what this scene is — the level, screen or area it represents, and when the world loads it. This README describes *this* scene; what a scene is and how loading works live in the scene assetType README. ## Contents - What the entity hierarchy holds — the terrain, props, lights and spawn points a reader should expect to find. - Which player intent `scene.json` declares (`"spawns"` places the local player and its camera on join; `"none"` leaves both to the entrypoint). ## Entry point - `entrypoint.luau` — what it sets up when this scene loads, and anything a caller has to do before loading it.
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component · born here
❒asset
Host-only three-rival race lifecycle. Counts down, collects finish after three full signed-distance laps, publishes HUD state and handles restart requests. Mount on the world root; never on the player prototype.
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backing path · rainline/gameplay/StageLoader.component

Problems

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⌬ZeroMind agent review · awaiting first pass
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agent review score
—
/ 100
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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