# lighting.addLight
Spawns a point or spot light entity at a position. Point is the default; pass `kind = "spot"` for a cone light with `angle`/`innerAngle`. An editor-only viz radius gizmo shows the light's range while authoring — it never leaks into play mode. Use `setLight` to update it afterwards by name, and `removeLight` to delete it.
# lighting.get
Reads the scene's full lighting state: every light (entity name, id, kind, current values), and the sky — its entity, component type, controls, and for a material sky, the material's editable parameters (what `setSky`'s `params` accepts). `sky.source = "fallback"` means the scene has no explicit sky entity and renders the engine fallback; `setSky` adds one. The shape round-trips into `setup`.
The scene's sun is one field set with one holder, so each directional light
reports `holdsSun`: the light marked `true` is the one whose direction, colour,
intensity and `castsShadows` the geometry is lit and shadowed by.
`directionals` and `ambients` are the scoped collections: one record per light
entity, each carrying `entityId`, `layerMask` (the render layer mask of the
entity carrying it — cameras whose include mask intersects it are lit by it),
`color` and `intensity`, plus `direction` and `castsShadows` on a directional
record. A light on an entity with no explicit render layer records the default
layer. A punctual light (point, spot, area, distant) carries `layerMask` on its
`lights` record instead, read from the row the renderer holds for it.
# lighting.removeLight
Removes a light entity by name — exact match first, then substring (ambiguity errors and lists the scene's lights). Despawns the entity.
# lighting.setAmbient
Sets the scene's ambient light — the flat fill that lifts everything out of pure black — with an optional color and intensity. It configures the entity carrying the scene's ambient light, spawning one when the scene has none, so the call always leaves the scene at the requested ambient level, and reports the entity it wrote.
# lighting.setLight
Updates a light entity by name — exact match first, then substring (ambiguity errors and lists the scene's lights). Only the fields you pass change; the rest stay as authored. Works on point/spot lights spawned by `addLight`, and on the sun/ambient entities. `position` moves the entity.
# lighting.setSky
Set or reconfigure the scene's sky in one call, routed through the scene's explicit sky entity (`ProceduralSky` / `Skybox` components) so every change persists, replicates, and survives reload. Finds the scene's sky entity, creating a "sky" entity when the scene has none — this is also how a scene carrying the missing-sky warning heals.
A preset word (`"clear_day"`, `"sunset"`, `"sunrise"`, `"overcast"`, `"night"`) applies that look via a `ProceduralSky` component. `"studio"` is the solid gray sky (`Skybox` over `sky_solid`). `"none"` turns the sky off explicitly (`Skybox` with `kind = "none"`). Any other word is resolved against the project's materials FILTERED to sky-domain shaders (exact identity → leaf name → substring — the name finds, the shader decides) and the sky renders that material via a `Skybox`. Omit `sky` to reconfigure the current sky with `opts` only.
`opts.params` edits a material sky's own parameters (discoverable via the `get` tool); editing a builtin material clones it into the world first and repoints the sky at the clone.
# lighting.setSun
Sets the scene's directional sun — the primary light that casts the main shadows — with an optional direction, color, and intensity. It configures the entity carrying the scene's directional light, spawning one when the scene has none, so the call always leaves the scene lit by the requested sun, and reports the entity it wrote.
# lighting.setup
Sets the whole lighting environment in one call — directional sun, ambient light, sky, and clear color — with every field optional so only the ones you provide change. It spawns the canonical sun and ambient entities when the scene has none and swaps the sky and clear color to match, leaving the scene in the requested lighting state.
# shared Module
Cross-tool resolution + introspection engine for the `lighting` toolbox.
Every tool inside this toolbox pulls these in with `require(".shared")`.
## Purpose
Tools have unlimited perf budget — full entity scans and per-candidate
asset reads live here, never in `modules/`. This module owns: finding the
scene's sky entity, resolving a word to a sky material by shader domain
(`@domain: sky` in the shader's WGSL header — the name finds, the shader
decides), reading and writing a material's editable parameters, and
resolving a light by name (exact, then substring, with an ambiguity
error that lists every candidate).
## Usage
```luau
local shared = require(".shared")
local found = shared.findSkyEntity()
local pick, alternatives = shared.resolveSkyMaterial("sunset")
local target = shared.resolveLight("torch1")
```
## Exports
See `init.luau` for the full export surface: `normalizeColor`, `vec3`,
`findSkyEntity`, `ensureSkyComponent`, `isSkyMaterial`, `listSkyMaterials`,
`resolveSkyMaterial`, `materialParams`, `applySkyMaterialParams`,
`listLightEntities`, `resolveLight`.
# Toolbox (asset type)
A toolbox is a namespace folder that groups related `.tool/` children
plus shared helpers. Toolboxes are the addressing layer for tools —
every tool's identity is `<toolbox>.<name>`, so the toolbox name
appears in every callsite. Toolboxes also own a `shared.module/`
helper module that the toolbox's tools `require(".shared")` for
common utilities (result envelopes, validators, formatters).
## When to use one
- You have two or more related tools that belong together (an `anim`
toolbox with `play` / `stop` / `list`; an `assets` toolbox with
`compose` / `validate`).
- You need a shared helper module exclusively used by a tool set.
- You want a clean dot-namespaced identity for your tools
(`my_tools.foo`, `my_tools.bar`).
If you only have one tool and no shared helpers, you still need a
toolbox — it's the required parent.
## Where it lives
- Source: `/zero/source/.../<Name>.toolbox/`
- Identity: `<Name>` (the `.toolbox` suffix strips).
- Folder shape (container-style — open child set):
- `README.md` — instance documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
- `shared.module/` — optional shared helper module
(`init.luau` + `README.md`).
- `<x>.tool/` — any number of `.tool/` children.
The validator permits unlisted children (`allow_unlisted: true`) so
tool subfolders don't need to be declared per-name.
## How to create one
```luau
tools.createToolbox({ name = "<Name>", description = "..." })
-- or the generic scaffold:
asset.create("toolbox", "<Name>")
-- Creates: /zero/source/<Name>.toolbox/
-- README.md (instance README template)
-- shared.module/ (ok / fail result-envelope constructors)
-- `folder` places it in a subfolder of /source; `into` nests it in a
-- resolved `.package`:
asset.create("toolbox", "<Name>", { folder = "tools" })
```
Then add tools under it:
```luau
local box = asset.resolve("<Name>.toolbox")
asset.create("tool", "<toolName>", { into = box })
```
## How it operates
1. **Registration.** Writing into a `.toolbox/` folder indexes the
toolbox. It becomes the parent namespace for any `.tool/`
children.
2. **Tool identity composition.** Each child `.tool/`'s identity is
`<toolbox>.<tool>`. Listing the toolbox's tools enumerates the
children.
3. **Shared helpers.** Tools inside the toolbox pull
`shared.module/` in via `require(".shared")` (relative require
from the tool's `init.luau`).
4. **Hot reload.** Editing `shared.module/init.luau` reloads every
tool in the toolbox (they all `require` it). Editing the toolbox
folder structure (adding / removing tools) reflects in
`tools.list` immediately.
## Discovery
- `asset.list("toolbox")` — every registered toolbox.
- `asset.inspect("<name>")` — child tools, source, this type
README.
- `ls /zero/source/<Name>.toolbox` lists the files the folder holds.
- `tools.list()` — every tool across every toolbox.
## Authoring conventions
- **Per-tool implementation lives in each `<x>.tool/init.luau`.**
The tool's full function body — argument validation, the call
into engine APIs, the return value — goes in `init.luau` with
`--!desc` / `--!arg` / `--!return` / `--!example` annotations
above the function. **Every exported function is declared
`typed function`** — the keyword compiles to the runtime argument
check, so a plain `function` accepts any input and reports success
on garbage. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Keep `shared.module/` thin: result envelope constructors
(`shared.ok(value, formatted)`, `shared.fail(message, exitCode)`),
argument validators, common formatters — anything genuinely used
by more than one tool. Per-tool logic does NOT belong here.
- Group by domain, not by surface — `assets` toolbox holds asset
operations, `entity` toolbox holds entity operations. Tools that
feel unrelated probably want different toolboxes.
- Document the toolbox's surface in `README.md` — what problem space
it covers, who calls into it, any shared invariants.
## Common pitfalls
- **Missing parent toolbox.** Tools cannot exist outside a toolbox.
Always scaffold the toolbox first.
- **Cross-toolbox shared.** Each toolbox has its own
`shared.module/`. Don't try to share helpers across toolboxes; if
you need cross-toolbox helpers, factor them into a standalone
`.module`.
- **Toolbox identity.** Strip the `.toolbox` suffix in identity
references (`my_tools`, not `my_tools.toolbox`).
## Related types
- `.tool` — the required child(ren) of a toolbox.
- `.module` — for cross-toolbox utilities.
## In the Inspector
Tools: how many tools the box holds, whether it ships a shared module, what each tool does, and a link to each tool.
# Tool (asset type)
A tool is a single agent-callable function whose schema is its
`typed function` signature. Tools are the workflow surface — composed
Luau operations that bundle multiple engine APIs into one named call,
suitable for agents (and for use from `execute`). Each tool has a
declared input shape, return shape, and a strict result envelope
(`ZmToolResult`).
**Every exported tool function is declared `typed function`.** The
`typed` keyword is what makes the signature real: it compiles to a
runtime dispatch wrapper that checks each argument against its
declared type and raises on a mismatch. A plain `function` — even one
carrying Luau type annotations — is checked by nothing at call time,
so the tool accepts any input and reports success on garbage. See
"The typed signature is the schema" below.
## When to use one
- You're composing several engine APIs into a workflow that's worth
naming and discovering (`tools.list`, `search_tools`).
- You want an agent to be able to call this function by name without
reading source code — the typed signature is the API contract.
- The operation has clear success / failure modes that fit
`{ exitCode, data?, stdout?, message? }`.
If the function is just a Luau utility called from other code, use a
`.module`. If it's stateful background work, use a `.service`. If
it's pure GPU compute, use a compute `.shader`.
## Where it lives
Tools nest under a `.toolbox/` parent — toolboxes are the namespace.
- Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/`
- Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is
part of the tool identity).
- Folder shape:
- `init.luau` (or `init.lua`) — exports the function, and carries its
schema in `--!desc` / `--!arg` / `--!return` / `--!example`
annotations above it. The typed signature IS the tool's signature.
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — tool-level tier and tags. **Required.**
## How to create one
Use the workflow tool that scaffolds the right `.tool/` shape under
an existing toolbox:
```luau
-- The `tools` global authors a tool inside an existing toolbox:
tools.create({
name = "<name>",
toolbox = "<Toolbox>",
description = "What this tool does, agent-facing.",
code = "return shared.ok(true)", -- the function body
})
-- Or scaffold the folder manually:
local box = asset.resolve("<Toolbox>.toolbox")
asset.create("tool", "<name>", { into = box })
```
Always nest under an existing toolbox — if you don't have one yet,
call `tools.createToolbox({ name = "<Name>", description = "..." })`
first.
## How it operates
1. **Registration.** Writing `init.luau` into a `.tool/` folder
registers the tool with the tools registry. It becomes callable
as `tools.use("<toolbox>", "<name>", ...)` from Luau,
`use_tool { toolbox, tool, args }` over MCP, and
`zero <toolbox> <name> [args]` from the engine shell.
2. **Schema validation.** The `typed function` signature declares the
parameter shape. Its runtime dispatch wrapper checks each argument
before the body runs and raises a message naming the argument, the
expected type, and what arrived.
3. **Return envelope.** Tools MUST return `ZmToolResult`:
```
{ exitCode = 0|n, data? = any, stdout? = string, message? = string }
```
`exitCode = 0` means success; non-zero means failure, with
`message` carrying the human-readable reason.
4. **Discovery.** The tool surfaces in `tools.list()`,
`search_tools { query: "..." }`, and `asset.inspect`'s
`exposes:` section (parsed from the typed signature and the
`--!` annotations).
5. **Hot reload.** Editing `init.luau` re-registers the tool.
Subsequent calls see the new behaviour / schema.
## Discovery
- `tools.list()` — every registered tool (any toolbox).
- `search_tools { query: "..." }` — MCP-side tool search.
- `asset.list("tool")` — same set, asset-style listing.
- `asset.inspect("<toolbox>.<name>")` — signature, parameters,
return shape, this type README.
- `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds.
## Authoring conventions
- **Implementation lives in `init.luau`.** The tool's full function
body — argument validation, the call into engine APIs, the
return value — goes in `init.luau`. The toolbox's
`shared.module/` is for genuinely cross-tool helpers (`ok` /
`fail` constructors, shared parsers / validators), not per-tool
logic. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Use `shared.module/` in the parent toolbox for `ok` / `fail`
result constructors. Don't hand-roll the envelope per tool. Pull
it in with `local shared = require(".shared")` from any tool
that needs the helpers.
- Annotate every public function with `--!desc` / `--!arg` /
`--!return` / `--!example` directly above the function — the LSP
and toolbox surfaces extract these.
- **Declare every exported function `typed function M.name(arg: T,
opt: U?): R`.** This is not conditional on the signature being
"clear" — a loose argument is the case that needs the checked
contract most. Give the argument the type it actually accepts
(a union, a named table type, a literal enum) instead of dropping
to an unchecked `function`.
- Keep tools focused. One tool, one named workflow. Split rather
than grow.
- Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier":
"core|content|specialized" }`) so `search_tools` can find them by
domain (e.g. `entity`, `scene`, `assets`, `physics`).
## The typed signature is the schema
The `typed` keyword compiles the function into a dispatch wrapper
that validates arguments at call time. Without it there is no check
at all, so the tool runs its body on whatever arrived and returns a
success envelope built from garbage. Type each argument as narrowly
as the operation actually accepts:
```luau
export type Mode = "edit" | "play"
export type SpawnOpts = {
position: { number }?,
parent: EntityRef?,
count: number?,
}
--!desc Spawn a primitive and return the entities it created.
--!arg kind Primitive shape to spawn.
--!arg opts Placement and repetition options.
--!return The spawned entity refs.
--!example "cube", { count = 4 }
typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef }
```
- **A fixed set of accepted words is a literal union**, never
`string`. `("cube" | "sphere")` rejects `"Cube"` at the call and
lists the accepted values in the error; `kind: string` accepts
`"banana"` and fails somewhere deeper, or not at all.
- **A structured argument is a named `export type`**, never
`{ [string]: any }`. Naming it puts every field and its type on
the tool's page and checks them on entry.
- **A named type is only as strong as its fields.** `opts: DrawOpts`
where `DrawOpts = { value: any }` passes for a table and checks
nothing inside it — the same hole, one level down. The argument
checker walks nested fields, so type each one; a type name is not
a place to put the work off.
- **A dispatch table keyed by an `op` string is several tools.**
`{ op: string, [string]: any }` is one unchecked entry point
wearing N signatures — split it so each operation carries its own
checked arguments.
- **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**,
never `any` and never a bare name string.
- `any` is correct only for a value the tool genuinely does not
constrain — a passthrough payload, arbitrary user data. It is not
a placeholder for a type not yet written down.
## Common pitfalls
- **A plain `function` export.** The tool registers and dispatches,
so nothing looks wrong — it just never rejects bad input, and
every call reports success. Declare it `typed function`.
- **Annotations without `typed`.** `function M.f(x: string)` reads
as typed and checks nothing at runtime; the annotation only
informs the LSP. The keyword is what enforces it.
- **Wrong return envelope.** Returning a raw value instead of
`{ exitCode = 0, ... }` will be flagged by callers expecting
`ZmToolResult`.
- **Tool identity.** The fully-qualified identity is
`<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't
exist by design.
- **Missing dependency.** Tools requiring another package /
service must declare it; otherwise the call fails at runtime
with a missing-module error.
## Related types
- `.toolbox` — the required parent namespace for tools.
- `.module` — for Luau libraries with no agent-facing schema.
- `.service` — for stateful background work, not callable
request/response operations.
## In the Inspector
Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# shared
Cross-tool helpers for the [name] toolbox. Every tool inside the
toolbox can pull these in with `require(".shared")`. Holds the small
set of helpers that more than one tool needs — typically the
`ok(value, formatted?)` / `fail(message, exitCode?)` constructors that
produce the canonical `[name]ToolResult` shape, plus any toolbox-wide
parsers, validators, or shared state. Per-tool implementation stays
inside each `<x>.tool/init.luau`; this module is not a place to
forward logic from.
## Exports
- `M.ok(value: any?, formatted: string?) -> [name]ToolResult` — success envelope (`exitCode = 0`, `ok = true`).
- `M.fail(message: string, exitCode: number?) -> [name]ToolResult` — failure envelope (`exitCode` defaults to 1, `ok = false`).
Types:
- `[name]ToolResult = { stdout: string, stderr: string, exitCode: number, ok: boolean, value: any? }`
- `stdout` — human-readable formatted output; empty when the op produces no text.
- `stderr` — error message on failure; empty on success.
- `exitCode` — POSIX-style exit code: `0` success, `1` generic failure, `2` bad arguments.
- `ok` — `true` iff `exitCode == 0`.
- `value` — structured return from the underlying op; `nil` for void ops.
## Usage
```luau
local shared = require(".shared")
function M.someTool(args)
if not args.id then
return shared.fail("missing id", 2)
end
return shared.ok({ id = args.id }, "created " .. args.id)
end
```
## Notes
- Pure constructors — no engine calls, no state. Safe to call from any
context.
- Tools that opt into this shape get a stable envelope every other tool
in the toolbox can rely on. Tools that do something custom can return
whatever shape they want — `[name]ToolResult` is opt-in.
- Per-tool implementations still own their own `--!desc` / `--!arg` /
`--!return` / `--!example` annotations even when their result is
constructed through these helpers.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# Light
Adds a light source to an entity. The entity's world transform determines the light's position (point) or direction (directional). Point light positions are auto-synced from that world transform, so a light on a child entity burns where the entity stands — the position `entity.position` reports. A point light's `intensity` is on one scale with the `SpotLight` component's `intensity`/`brightness`: the same number at the same `radius`/`range` puts the same light on a surface either kind faces from the same place, and a spot spends it on the cone it opens on rather than all around itself.
Kinds: `"point"`, `"spot"`, `"directional"` (the scene's sun), `"ambient"`, `"distant"` (a parallel light beside the sun).
Public fields: `kind`, `colorR/G/B`, `intensity`, `radius`, `directionX/Y/Z`, `castsShadows`, `lightChannels`, `mobility`. `range`, `color` and `direction` are aliases accepting the composite/renamed forms.
Methods: `:setColor(color)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:setIntensity(i)`, `:setRadius(r)`, `:setDirection(dir)`, `:setKind(lightKind)`.
`kind = "spot"` opens a cone along the entity's forward axis, at the engine's default 30° outer and 20° inner half-angles; the `SpotLight` component is the one that carries the cone angles and the `face` axis as fields. `"directional"` and `"distant"` are parallel lights: they arrive from the same direction at every point in the world and no distance attenuates them, so their `intensity` reads against the sun's rather than against a point light's. The `SpotLight` README carries the rest of how to balance a mixed point-and-spot rig.
```luau
entity(id).component.add("Light", { kind = "point", intensity = 2, radius = 10 })
entity(id).component.add("Light", { kind = "directional", direction = {-0.5, -1, -0.3} })
```
# viz
Tool visualization system — animated visual feedback when agents make changes to the scene.
## Usage
```lua
local viz = require("@builtin/modules/viz")
```
Common effects:
- `viz.popIn(entityId, duration?, color?)` — scale 0→1 with outline pulse
- `viz.flashOutline(entityId, duration?, color?)` / `viz.flashTint(entityId, duration?, color?)`
- `viz.shrinkOut(entityId, duration?)` — scale 1→0 with red tint
- `viz.lightRadius(entityId, radius, duration?, color?)`
- `viz.label(entityId, text, duration?)`
# SpotLight
Adds a cone-shaped light source to an entity. Position comes from the entity's world transform; the cone axis is the entity's world rotation applied to the `face` direction, so a spot under a carrier turns with it. `face` defaults to `"Front"`, the entity-local -Z that `transform.forward` reports and that `entity:lookAt` aims, so aiming the carrier at something is what puts the cone on it. Shares the 64-light scene cap with `Light` (point lights), and shares its intensity scale: the same `intensity` at the same range puts the same light on a surface either kind faces from the same place, and the cone decides how much of the room that light reaches rather than how bright it is where it lands. `angle` and `innerAngle` are half-angles from the cone axis, so `angle = 30` opens a 60-degree cone.
Public fields: `colorR/G/B`, `brightness` (→ intensity), `range` (→ radius), `angle` (outer half-angle, deg), `innerAngle` (inner half-angle, deg), `face` (`Front`/`Back`/`Left`/`Right`/`Top`/`Bottom`), `shadows`, `cookieLayer`, `mobility`. `intensity` and `radius` are aliases of `brightness` and `range`, spelled the way the `Light` component spells them.
Methods: `:setColor(color)`, `:setBrightness(b)`, `:setRange(r)`, `:setAngle(deg)`, `:setInnerAngle(deg)`, `:setFace(face)`.
Falloff: 0..innerAngle = full bright, innerAngle..angle = smoothstep to 0, > angle = 0. Range falloff is UE4-style smooth windowed inverse-square clamped at `range`.
The cone is one further factor on that shared scale, and it is 1 inside `innerAngle`. So the reading that separates the two kinds is a room-wide or frame-wide average: a spot lifts it far less than a point light carrying the same number, because it reaches less of the room. Balance a mixed rig by the brightness of the surfaces each light is aimed at, not by how much of the frame each one lifts — and widen `angle` or `range` to cover more of the room where raising `brightness` would only deepen the spot's own pool.
A spot casts shadows by default; `shadows = false` keeps it purely additive. `cookieLayer` names a layer of the shared feature texture to project through the cone as a gobo, and `-1` (the default) leaves the cone uniform — fill the layer with `renderer.featureTexture.setLayer` before pointing a spot at it.
```luau
entity(id).component.add("SpotLight", {
color = {1, 0.95, 0.8},
brightness = 3.0,
range = 30,
angle = 30,
innerAngle = 20,
face = "Front",
shadows = true,
cookieLayer = 0,
})
```
# lighting
Scene-lighting base capability: ambient + directional ("sun") light and procedural-sky setup with modify-or-spawn, read-merge-write semantics, plus clear color, and the per-frame reads of the resolved lights. Identity is the component, never the entity name: the sun is the `Light` the renderer's snapshot names as the directional holder, the ambient is the light-role component of kind "ambient", and the sky is the entity carrying a sky-role component. Name-based lookup, word resolution, and sky-material orchestration (presets, material swap) live in the `lighting` toolbox.
`sun` and `ambient` configuration patch the scene's resolved sun / ambient light components, spawning a carrying entity when the scene has none. A partial update (e.g. only `intensity`) reads the component's current fields first and merges the given fields on top, so unspecified fields keep their authored values instead of resetting to a default. `sky` writes the sky entity's ProceduralSky component the same way — any of its fields, plus `enabled = false` to remove the sky component.
## Types
- `SunOpts` — `{ direction?, color?, intensity?, castsShadows? }`.
- `AmbientOpts` — `{ color?, intensity? }`.
- `ProceduralSkyOpts` — ProceduralSky component fields, plus `enabled = false` to remove the sky.
- `SetupOpts` — `{ sun?, ambient?, sky?, clearColor? }`.
- `SetupResult` — `{ sun?, ambient?, sky? }`, the entity ids each provided section resolved to.
- `Sun` — `{ direction, color, intensity, castsShadows, entityId? }`.
- `Ambient` — `{ color, intensity, entityId? }`.
- `LightRow` — one punctual light as the renderer resolved it.
## Exports
Writes — each takes the opts above and answers with the entity the light resolved to:
- `M.setSun(opts: SunOpts) -> string` — set the scene's sun, returning its entity id.
- `M.setAmbient(opts: AmbientOpts) -> string` — set the scene's ambient term, returning its entity id.
- `M.applySetup(opts: SetupOpts) -> SetupResult` — apply a lighting setup in one call. All fields optional — only provided fields change. `clearColor` is `{r, g, b}`.
- `M.setProbeVolume(key: string, volume)` / `M.removeProbeVolume(key: string)` — publish or retract a baked irradiance probe volume.
Reads — each takes no arguments, and answers from the resolved lighting state at a cost independent of scene size:
- `M.sun() -> Sun` — the sun the frame is shaded by.
- `M.ambient() -> Ambient` — the ambient term the frame is shaded by.
- `M.lightRows() -> { LightRow }` — every punctual light the renderer resolved this frame.
Identity:
- `M.lightKind(componentType: string, component: any?) -> string?` — the kind a light-role component names.
- `M.lightOfKind(entityId: string, kind: string) -> any` — the light-role component of that kind on one entity.
## Usage
```luau
local lighting = require("@builtin::modules.api.engine.lighting")
lighting.setSun({ direction = { 0.3, -1, 0.2 }, intensity = 2.0 })
lighting.setAmbient({ intensity = 0.3 })
lighting.applySetup({
sun = { direction = { 0.3, -1, 0.2 }, intensity = 2.0 },
ambient = { intensity = 0.3 },
sky = { timeOfDay = 14 },
})
local sun = lighting.sun()
print(sun.intensity, sun.entityId)
```
A reader takes no arguments and a setter takes the opts table, so `lighting.sun(opts)` is refused with the name of the call that applies it.
# opts
The contract an options table is held to. A call that reads a fixed set of
keys acts on those keys and no others, so a key it does not know names a
change the caller asked for and never got — a cube asked for `size = 3` that
comes back one unit wide, reporting success. `Opts.check` makes that a refusal
carrying what to write instead: the key, the accepted set, and the nearest
accepted spelling.
The same three parts answer for a name of any kind — `tools.use` names the
near-miss toolbox, `MaterialAuthor` names the near-miss shader property — so
the distance search lives here too, and every caller ranks candidates the same
way.
Pure Luau, no engine dependencies.
## Exports
- `Opts.check(where: string, value: any, accepted: { string }, inTable?: string)` — raise unless every key of `value` is named by `accepted`. `nil` accepts.
- `Opts.forward(where: string, own: { string }, fn, ...) -> ...` — call `fn(...)`, and when it refuses an option, append the vocabulary `where` itself takes.
- `Opts.unknown(value, accepted) -> { string }` — the keys `value` carries that `accepted` does not name, sorted.
- `Opts.nearest(key: string, candidates: { string }) -> string?` — the candidate `key` is most plausibly a misspelling of, or nil.
- `Opts.editDistance(a: string, b: string, limit: number) -> number` — single-character edits between two names, capped at `limit + 1`.
## Usage
```luau
local Opts = require("@builtin::modules.opts")
-- The keys this call reads, named once.
local CUBE_OPTS = { "animate", "scale" }
function M.cube(name, x, y, z, opts)
Opts.check("primitives.cube", opts, CUBE_OPTS)
-- primitives.cube: unknown option 'scail'. Accepted: animate, scale. Did you mean 'scale'?
-- The spawn target is handed to `entity.spawn`, so it is that call's
-- contract a key is checked against — `own` says what this one takes.
local e = Opts.forward("primitives.cube", { "opts.scale", "opts.animate" }, entity.spawn, name)
-- entity.spawn: unknown option 'size'. Valid options: name, hidden, …
-- (primitives.cube itself takes: opts.scale, opts.animate)
end
```
A call taking more than one table names which one the key was written in:
```luau
Opts.check("primitives.ground", color, { "r", "g", "b", "a" }, "color")
-- primitives.ground: unknown option 'red' in color. Accepted: r, g, b, a. Did you mean 'r'?
```
## Notes
- Refusals raise at level 0: the message is the whole error, so a caller reads
the contract rather than the line inside the library that checked it.
- A key of any type is reported by how it is written, so the positional form of
a named shape (`{ 200, 50, 50 }` for `{ r = , g = , b = }`) names its indices
rather than passing as a table with nothing the call reads.
- `nearest` is case-insensitive, and a candidate containing the key scores by
how much longer it is, so `roughnes` prefers `roughness` over
`clearcoat_roughness`. How far a plain misspelling may stray scales with the
key's own length — a four-letter key admits two edits, a longer one three —
so a short key is not answered with an unrelated short name.
- Equal scores go to the shorter candidate, then the alphabetically earlier
one, so the answer never depends on the order candidates were listed in.
- `forward` matches the phrase both this module and the engine's own option
checks use for the condition (`unknown option '<key>'`). Every other error
passes through as raised.
# Skybox
The scene's sky as a single **material**. Add it to an entity and the engine
renders that material across the sky behind everything else:
```lua
entity.spawn("sky").component.add("Skybox", { material = "sky_cubemap" })
entity.spawn("sky").component.add("Skybox", { material = "my_custom_sky" })
entity.spawn("sky").component.add("Skybox", { kind = "none" }) -- explicit no sky
```
`Skybox` is the generic, material-driven sky: it points at **any** sky material
— a builtin (`sky_procedural`, `sky_solid`, `sky_cubemap`, `sky_equirect`) or
your own authored sky-domain material — and makes it the active sky. For the
editable procedural atmosphere (day/night, sun, stars, moon), use the
[`ProceduralSky`](../ProceduralSky.component/README.md) component instead — it is
a `Skybox` over the `sky_procedural` material plus typed parameter controls.
A Skybox **materialises its material's GPU handle** when it binds it. The sky's
point-of-use is the sky pass, which never binds the material the way a `Model`
does, so the component performs the Disk→CPU→GPU upload (`:handle()`) itself. The
renderer binds the sky by the material's **identity** (the key it is resident
under once materialised), so a material-mode sky renders correctly after boot and
mode flips — no manual `:handle()` needed.
Like the directional light, the sky is conceptually **singular per scene**: the
engine copies the most recently authored sky into the scene-wide sky config the
renderer reads each frame. A sky belongs to the scene that spawned it; removing
the component reverts the scene to the engine fallback sky. State is bridged
through the native `Sky` ECS component (sky type `material` / `none`), so there
is no global sky singleton — two scenes can never clobber each other.
## Fields
| Field | Type | Default | Meaning |
|---|---|---|---|
| `material` | string | `sky_procedural` | The sky material to render. Any registered material whose shader is a sky-domain shader. Defaults to the procedural sky so an empty `Skybox{}` is never a black void. |
| `kind` | string | `material` | `"material"` renders `material`; `"none"` turns the sky pass off — the explicit authored form of "this scene has no sky". |
## Methods
| Method | Description |
|---|---|
| `skybox:setMaterial(name)` | Point the sky at a different material (materialises its handle). |
| `skybox:setNone()` | Turn the sky off explicitly. |
# ProceduralSky
The editable atmospheric sky: a day/night gradient with a sun disc, glow, stars
and a moon, all derived procedurally from the directional light's elevation. Add
it to an entity like a light:
```lua
entity.spawn("sky").component.add("ProceduralSky", { timeOfDay = 18.5 })
entity.spawn("sky").component.add("ProceduralSky", { preset = "sunset" })
entity.spawn("sky").component.add("ProceduralSky", {
zenithColor = { r = 0.05, g = 0.1, b = 0.3 },
horizonColor = { r = 0.9, g = 0.4, b = 0.2 },
})
```
A `ProceduralSky` owns its material outright: it registers a **runtime GPU
material** of its own over the builtin procedural-sky shader and pushes every
visual parameter (colours, sun, stars, moon, turbidity, exposure) straight to
that record. The component's fields **are** the material definition — no
`.material` asset backs it, so retuning a scene's sky changes that scene's sky
and nothing else. The renderer reads the values from the material's group(1)
uniform like any other material — there is no sky-specific render path.
Those values also travel the native `Sky` bridge into the scene sky config,
alongside the time-of-day / auto-cycle / sun-sync controls. That config is what
`sky.get()` reports and what a saved scene records, so both name the sky being
drawn.
With `syncSunToLight` on (the default), the sky's `timeOfDay` is what the scene
is lit by: the scene's directional light takes its direction, colour and
intensity from the sun's position, so the sun in the sky and the sun the scene
is lit by are the same sun through a whole day/night cycle. Turn it off for a
light the sky leaves alone.
The intensity that arrives is the day/night curve between night and noon, and
`sunPeakIntensity` is the noon end of it — `1.0`, the sky's own daylight, unless
a scene asks for more. A harder sun on water or snow is stated here; setting the
light itself does not survive, because the sky writes over it every time the
hour moves.
Like the directional light, the sky is conceptually **singular per scene**. A
`ProceduralSky` fully defines its material on `awake` (every parameter from its
own fields), so switching scenes never inherits a previous scene's overrides.
Day/night comes from the sun's elevation, so evening presets render dark —
drive the look by `timeOfDay` (which orients the sun).
## Fields
| Field | Type | Default | Meaning |
|---|---|---|---|
| `preset` | string | `""` | Named look applied before explicit fields: `clear_day`, `sunset`, `sunrise`, `overcast`, `night`. |
| `timeOfDay` | number | `14.0` | 0..24 hours; orients the sun and the day/night gradient. |
| `autoCycle` | bool | `false` | Advance `timeOfDay` each frame. |
| `cycleSpeed` | number | `60.0` | Game-seconds per real-second for the auto cycle. |
| `syncSunToLight` | bool | `true` | Drive the directional light from the sun. |
| `sunPeakIntensity` | number | `1.0` | What the sun's light measures at noon; the day/night curve runs from night up to this. |
| `zenithColor` / `horizonColor` / `groundColor` | color | — | Sky gradient colours. |
| `sunSize` / `sunIntensity` | number | `0.02` / `20.0` | Sun disc size + brightness. |
| `starsIntensity` | number | `1.0` | Night star-field intensity. |
| `moonSize` | number | `0.03` | Moon disc size. |
| `turbidity` | number | `4.0` | Atmospheric haziness. |
| `exposure` | number | `1.0` | Sky exposure multiplier. |
## Methods
| Method | Description |
|---|---|
| `sky:setTimeOfDay(hours)` | Set the time of day (0..24). |
| `sky:applyPreset(name)` | Apply a named look. |
| `sky:setZenithColor(c)` / `setHorizonColor(c)` / `setGroundColor(c)` | Set a gradient colour (`{r,g,b}` array or map; >1 auto-scales /255). |
# postReference_focusBars
Four rows of bar pairs, 8 pairs across the top row and doubling on each row below: the focus chart a depth-of-field reading is taken off.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_skyRamp
A sky-blue ramp of light from 0.02 to 0.6 across: a clear sky's gradient.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Chrome
A polished chrome surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a bright near-white base colour (`0.95, 0.95, 0.97`) and very low roughness (`0.05`) for mirror-sharp reflections. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.95, 0.95, 0.97, 1.0`) — bright, faintly cool chrome tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.05`) — near-mirror sharpness.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# Snow Particle
A soft, cold-white flake surface for falling-snow particle effects — a near-white base colour (`0.95, 0.97, 1.0`) with a cool blue-grey emissive glow (`0.25, 0.3, 0.4`) so flakes stay faintly visible in shadow. Transparent, double-sided (`cull: none`), and drawn in the transparent queue (`3000`). Built on `@builtin::shaders.snow_material`.
## Inputs
- `colors.base_color` — the cold-white flake tint.
- `colors.emissive` (`0.25, 0.3, 0.4`) — cool self-illumination that keeps flakes readable in dark scenes.
- `floats.roughness` (`0.8`) — matte, non-glossy flakes.
- `floats.metallic` (`0.0`) — fully dielectric.
# Gold
Polished gold — a fully metallic PBR surface with a warm yellow base colour
(`1.0, 0.84, 0.0`) and low roughness (`0.25`) for bright, sharp reflections.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the gold tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.25`) — sharpness of the reflection; raise for a
brushed look.
# Checkerboard
A procedural checkerboard pattern rendered by `@builtin::shaders.checkerboard`, alternating a red base colour (`1.0, 0.2, 0.2`) with a blue emissive colour (`0.2, 0.2, 1.0`). Opaque and non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — useful as a UV / scale test surface.
## Inputs
- `colors.base_color` — the red square colour.
- `colors.dark_color` — the blue square colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit squares.
- `floats.metallic` (`0.0`) — dielectric surface.
# Custom Textured
A textured opaque surface built on `@builtin::shaders.custom_material`, sampling the `array_texture` builtin over a warm peach base colour (`1.0, 0.8, 0.6`). Non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — a worked example of pairing a custom shader with an array texture.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/array_texture`) — the sampled array texture.
- `colors.base_color`: the warm peach colour the texture is multiplied by.
- `floats.roughness` (`0.5`) — diffuse spread.
- `floats.metallic` (`0.0`) — dielectric surface.
# Sky Procedural
A fully procedural atmospheric sky with a day/night cycle, built on `@builtin::shaders.procedural_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), computing gradient, sun, moon and stars analytically from its parameters — no texture required.
## Inputs
- `properties.zenith_color` / `horizon_color` / `ground_color` — the atmospheric gradient from overhead (`0.1, 0.3, 0.6`) through the horizon (`0.5, 0.7, 1.0`) to the ground (`0.3, 0.25, 0.2`).
- `properties.sun_intensity` (`20`) / `sun_size` (`0.02`) — brightness and disc size of the sun.
- `properties.turbidity` (`4`) — atmospheric haze / scattering density.
- `properties.stars_intensity` (`1`) / `moon_size` (`0.03`) — night-sky star brightness and moon disc size.
# Sky Cubemap
A cubemap sky/environment background built on `@builtin::shaders.cubemap_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` with adjustable rotation and exposure.
## Inputs
- `textures.sky_texture` — the cubemap sampled as the sky (`Ryfjallet_cubemap`).
- `floats.rotation` (`0.0`) — yaw rotation of the sky around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# Default Unlit
A flat, unlit surface that renders its base colour directly with no lighting response, built on the `unlit` shader. Uses a white base colour (`1.0, 1.0, 1.0`) over the `default:white` texture with `emissive` (`1.0`) for full brightness — the go-to default for UI, gizmos, and debug geometry that must stay legible regardless of scene lighting.
## Inputs
- `colors.base_color` — the flat colour shown directly.
- `textures.base_color_texture` (`default:white`) — the white base texture the colour multiplies against.
- `floats.emissive` (`1.0`) — full, lighting-independent brightness.
# MaterialAuthor
Stand up new materials and textures fast — the go-to surface for making materials at design time, each in one call instead of a hand-rolled asset-create-and-wire dance.
Every tool writes a source material asset and hands back a live `AssetRef<material>` you can apply straight to a Model. Wrap a texture (a proxy, a `.texture` asset, or an image path) into a new material with its PBR slot inferred from the texture name; make a flat-colour material from an RGB(A) value; clone an existing material under a new name with property or texture overrides; or scan a folder of textures — loose images and `.texture` assets — inferring each one's slot from its name and composing them into a single material. It pairs with the SVG → texture importer: drop a `.svg`, get a `.texture`, wrap it.
**This is authoring, not runtime.** Every tool creates source assets, which is a design-time action — never call it from gameplay code (components, controllers, per-frame updates, spawn logic). At runtime you consume an already-authored material by name or ref through the lower-level `Material` surface (create / apply / get / set), which is the gameplay-safe layer this one is built on. Reach here to *make* materials; reach for `Material` to *apply and tweak* them.
## Material properties
Beyond the keys a tool reads itself (`name`, `shader`, `overwrite`, and `slot` on `fromTexture`), every option names a property of the shader the material is authored against — so anything `pbr` declares is reachable in one call: `roughness`, `metallic`, `clearcoat`, `transmission`, `anisotropy`, `ior`, `uv_scale`, and the texture slots. A custom shader's own properties work the same way, since the vocabulary is read from the shader.
Spell a property in `snake_case` or `camelCase` (`uv_scale` or `uvScale`); `tiling` names `uv_scale` and `color` names `base_color`. A single number fills a vector property's components, so `tiling = 300` tiles 300×300. An option the shader doesn't declare is refused, naming the closest accepted spelling — the material is not written.
```lua
tools.use("MaterialAuthor", "fromTexture", "cliff_diff.texture",
{ name = "Cliff", tiling = 300, roughness = 0.9 })
```
## Slot inference
When no slot is given, the texture stem picks the PBR slot: `albedo` / `basecolor` / `base_color` / `diffuse` / `col` → base colour; `normal` / `nrm` → normal; `roughness` / `metallic` / `metalness` / `metallic_roughness` / `orm` → roughness-metallic; `emissive` / `emission` / `emit` → emissive; `ao` / `occlusion` → occlusion. Pass an explicit slot to override.
# Emissive White
A bright white light-emitting PBR surface built on the `pbr` shader with the `_EMISSION` keyword enabled. A white base colour (`1.0, 1.0, 1.0`) paired with a strong `emissive` (`20.0`) makes it glow and drive bloom — well suited to light fixtures, emitters, and glowing accents. Non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `floats.emissive` (`20.0`) — high emission strength that produces the glow.
- `keywords: _EMISSION` — enables the emissive path in the PBR shader.
- `colors.base_color` — the white surface and emission colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit surface.
# Water
An animated water surface with a deep blue base colour (`0.1, 0.3, 0.8`) and low roughness (`0.2`) for glossy, reflective highlights, driven by a scrolling normal map for wave detail. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.water_material`, sampling `@builtin/textures/water_normals`.
## Inputs
- `colors.base_color` (`0.1, 0.3, 0.8`) — the water body colour.
- `floats.roughness` (`0.2`) — low roughness for sharp specular reflections.
- `floats.metallic` (`0.0`) — dielectric surface.
- `textures.normal_texture` — the wave normal map (`@builtin/textures/water_normals`).
# postReference_chrome
A polished metal: its highlight of a bright light is a sub-pixel specular, the firefly a bloom and a temporal resolve are read on in the post-verification reference scenes.
# Grass blades
Swaying grass for a blade mesh, built on `@builtin::shaders.grass_material` with
the same green as `@builtin::materials.grass` (`0.22, 0.62, 0.16`) and `sway` at
`1.0`. The shader bends each vertex along its blade in proportion to `uv.y²`, so
this material belongs on a mesh whose `uv.y` runs 0 at a blade's root to 1 at its
tip — a merged field of blades, each a cross of two tapered quads. It inherits
the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its
pipeline matches the library variant compiled at startup.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.sway` (`1.0`) — the full blade bend. `@builtin::materials.grass` leaves
it at the shader's default of `0` for a ground surface.
# Text Default
The default surface for Text3D — a white base colour (`1.0, 1.0, 1.0`) drawn with alpha blending and no depth write so glyphs composite cleanly over the scene. Transparent, double-sided (`cull: none`), `depth_write: false`, in the transparent queue (`3000`). Built on the `pbr` shader.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the glyph colour.
- `render.depth_write` (`false`) — glyphs blend without occluding each other.
- `render.cull` (`none`) — text is visible from both sides.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric defaults.
# Grid Background
A procedural background/reference-grid surface built on `@builtin::shaders.grid_bg`. It draws grid lines over a black base colour (`0.0, 0.0, 0.0`) with full roughness (`1.0`) and no metallic response, rendered opaque with culling disabled (`cull: none`) and instancing enabled so it can back many objects at once.
## Inputs
- `colors.base_color` (`0.0, 0.0, 0.0, 1.0`) — black backdrop behind the grid lines.
- `floats.roughness` (`1.0`) — fully diffuse, no highlights.
- `render.cull` (`none`) — visible from both faces.
- `render.instancing` (`true`) — supports instanced draws.
# Standard Default
The baseline PBR surface — a neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic (`0.0`), wired with the full standard texture set (base colour, normal, roughness-metallic, emissive, occlusion) and the `_NORMALMAP` / `_OCCLUSIONMAP` keywords enabled. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.pbr`. This is the starting point most materials copy and retint.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the albedo tint over the base colour texture.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
- `floats.normal_strength` (`1.0`) / `floats.ao_strength` (`1.0`) — normal-map and occlusion intensity.
- `textures.normal_texture` / `textures.roughness_metallic_texture` / `textures.occlusion_texture` — the PBR map slots, seeded with neutral defaults.
# postReference_grey18
A lit 18% grey (middle grey) surface, rough and dielectric: what a light of known intensity is read off in the post-verification reference scenes.
# Parallax Cube (Flat)
A brick surface built on `@builtin::shaders.pbr_parallax_occlusion` with `parallax_depth_scale = 0`, so the ray-march is bypassed and the shared brick textures render as plain textured PBR (rough `0.7`, non-metallic, white base colour). Opaque, back-face culled, queue `2000`. Pair it with `parallax_cube` to A/B the parallax effect from a fixed viewpoint.
## Inputs
- `floats.parallax_depth_scale` (`0.0`) — disables the occlusion ray-march, flattening the surface.
- `floats.roughness` (`0.7`) — matte brick finish.
- `floats.normal_scale` (`1.0`) — strength of the normal map.
- `textures.height_texture` — the brick height map (unused while depth scale is `0`).
# postReference_siemensStar
A Siemens star of 36 spokes, 0.9 on 0.02: the spokes narrow below a pixel toward the centre, where a temporal resolve aliases.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Skybox
An unlit cubemap skybox rendered from the inside of the mesh, built on `@builtin::shaders.cubemap_unlit`. Uses front-face culling and no depth write so it draws behind all scene geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` environment.
## Inputs
- `textures.base_color_texture` — the cubemap sampled as the background (`Ryfjallet_cubemap`).
- `floats.reflect_mode` (`0.0`) — samples the cube directly as a background rather than as a reflection.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint applied to the sampled cubemap.
# postReference_greyWedge
The grey wedge: one column per whole stop from -10 to +10, each middle grey (0.18) at that exposure.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Checkerboard White
A static white/grey checkerboard rendered by `@builtin::shaders.checkerboard`, alternating a white base colour (`1.0, 1.0, 1.0`) with a dark grey check colour (`0.3, 0.3, 0.3`). Animation is disabled (`animation_speed 0.0`), giving a fixed, neutral grid — ideal as a level-design blockout or scale-reference floor. Opaque, non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `colors.base_color` — the white square colour.
- `colors.check_color` — the dark grey square colour.
- `floats.animation_speed` (`0.0`) — held at zero for a static pattern.
- `floats.roughness` (`0.5`) — diffuse spread on the squares.
# postReference_white
A flat unlit white of 0.8 light: the thin geometry of the temporal reference scene (wires, a fence, a fan's blades) drawn against the dark, so every pixel it touches stands out from its neighbours.
Drawn by `@builtin::shaders.referenceChart`. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# parallax_cube
Brick wall material using `@builtin::shaders.pbr_parallax_occlusion`
with the parallax march enabled (`parallax_depth_scale = 0.08`, 48
ray-march layers). Pair with `parallax_cube_flat` for a same-textures,
no-POM A/B comparison.
## Shader
`@builtin::shaders.pbr_parallax_occlusion` — see that shader's README
for the full parameter list.
## Textures
All from `@builtin::textures.parallax_bricks` (height/normal derived
from three.js's MIT-licensed `brick_bump` + `brick_diffuse`):
- `base_color_texture` → `bricks_albedo`
- `normal_texture` → `bricks_normal`
- `roughness_metallic_texture` → `bricks_roughness`
- `occlusion_texture` → `bricks_ao`
- `height_texture` → `bricks_height`
## Usage
```luau
Material.Apply(entityId, "parallax_cube")
-- Override at runtime:
Material.SetProperty("parallax_cube", "parallax_depth_scale", 0.12)
```
Pair it with `parallax_cube_flat` (same textures, `parallax_depth_scale = 0`)
to compare the ray-marched surface against a flat-mapped baseline.
## Notes
- `Material.SetProperty` mutations are global — every entity using
`parallax_cube` sees the change. If you need per-entity variation,
derive a new material name and override the property there.
- Use under any standard camera (forward path). The deferred path is
not yet POM-aware; materials applied to a deferred camera will
render as plain textured PBR.
# Neon
A glowing cyan neon surface built on `@builtin::shaders.pbr` with emission enabled. It pairs a bright cyan-blue base colour (`0.2, 0.8, 1.0`) with a matching emissive colour driven hard by `emissive: 5.0`, so it reads as a self-lit light source. Low roughness (`0.2`), non-metallic, opaque, instanced, with the `_EMISSION` keyword enabled.
## Inputs
- `colors.emissive` (`0.2, 0.8, 1.0, 1.0`) — cyan glow colour.
- `floats.emissive_intensity` (`5.0`) — strong emissive intensity (feeds bloom).
- `colors.base_color` (`0.2, 0.8, 1.0, 1.0`) — matching cyan base tint.
- `floats.roughness` (`0.2`) — glossy surface under direct light.
# oceans
A sea and the ground under it, as one package: the wave simulation, the surface
that renders it, the seabed it is seen through, and the answer to "how high is
the water here" that gameplay needs to float things on it.
```lua
local Ocean = require("@builtin::systems.oceans.modules.ocean")
Ocean.create({ preset = "gale" })
```
That is a whole ocean — waves out to the horizon, foam on the breaking crests, a
seabed below, and a surface that follows whoever is looking at it. To float
something on it:
```lua
local ocean = Ocean.forEntity(oceanEntityId)
boat.position = { x, ocean:sampleHeight(x, z), z }
```
It is a building block. The sun the water glitters under, the ambient its foam
sits in and the sky it reflects all come from the scene, through the same
directional light and reflection probes every other material in the engine
reads — so an ocean drops into a world that already has lighting instead of
bringing a second set, and changing the scene's light changes the water with it.
## What it does
The simulation is **spectral**: instead of animating individual waves, it builds
the sea's energy across every wavelength and direction from an oceanographic
spectrum, then inverse-transforms that into a height field. A real sea is what
comes out — wind speed alone decides wave height, and it rises with wind the way
a fully developed sea does, following the Pierson–Moskowitz law.
It runs in **cascades** — independent wave fields over different patch sizes,
each band-limited to its own range of wavelengths. A tile of roughly two
kilometres carries the long waves and one of a few hundred metres the short
ones; they sum into a surface with detail at every scale, and because the bands
are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank**
adds the swell analytically, which no cascade can hold: a wave longer than its
own patch has nowhere to live, and swell arrives from a distant storm on its own
heading anyway.
**Foam** is not painted on. It comes from the Jacobian of the wave displacement:
where the surface folds over itself, the wave is breaking. Whitecaps appear
where and when the geometry actually breaks, accumulate into a persistent
world-space field, and streak behind the crest as they decay.
**Colour and transparency are the same mechanism.** Per-channel Beer–Lambert
extinction over the distance light travelled through water gives both — red dies
within a metre, blue survives tens. That is why shallow water over sand reads
turquoise and the open sea reads near-black blue without switching materials.
**The seabed** is one noise field read twice: scaled it is the terrain's relief,
unscaled it picks between sand and rock, so outcrops stand on the high ground
and sand fills the hollows. The sun's caustic web moves over both, bent by the
horizontal displacement of the water directly above it. Bodies land on it: the
pass that raises the ground writes the same field out as a height patch that
travels with the viewer, so what a body stands on is what the frame drew.
Nothing here ships an image. Every map the surface and the seabed sample — the
foam patterns, the sand, the rock, the caustics — is grown on the GPU at
startup.
## The pieces
| Asset | What it is |
|---|---|
| `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. |
| `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. |
| `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. |
| `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. |
| `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. |
| `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. |
| `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. |
| `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. |
| `modules/oceanScene` | The seam between the scene capture and the materials that sample it. |
| `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. |
| `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. |
| `materials/oceanWater`, `materials/oceanSeabed` | The default looks. |
| `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. |
| `computeShaders/ocean_*` | The ten-stage GPU pipeline. |
## Wind is the control
Significant wave height goes as the **square** of wind speed, so that one field
does most of the work:
| Wind | Sea | Wave height |
|---|---|---|
| 3 m/s | glassy, a mirror | ~0.2 m |
| 11 m/s | working sea, occasional whitecap | ~2.5 m |
| 24 m/s | gale, breaking and streaked | ~12 m |
Everything else shapes character rather than size: `choppiness` pinches crests
into peaks, `standingWaveRatio` runs waves both ways instead of only downwind,
`jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how
readily a breaking crest whitens and how long it streaks.
Read `documentation/oceans.guide` for the full walkthrough, including the
seabed, buoyancy, reflections and what each tier costs.
# postReference_checker
A checker of 64 cells across, 0.8 on 0.03: the high-frequency background a fast object crosses.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_colorChecker
The 24 patches of the ColorChecker Classic, each its published sRGB value read as linear reflectance.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Error Test
Intentionally broken material used to exercise the renderer's error-handling and fallback paths. It targets `@builtin::shaders.error_shader` and carries a bright magenta base colour (`1.0, 0.0, 1.0`) — the classic "missing/failed" flag colour — with mid roughness (`0.5`), opaque render type, and back-face culling.
## Inputs
- `colors.base_color` (`1.0, 0.0, 1.0, 1.0`) — magenta error flag tint.
- `floats.roughness` (`0.5`) — neutral surface roughness.
- `render.type` (`opaque`) / `render.queue` (`2000`) — drawn in the standard opaque pass.
# Animated Color
An opaque, back-culled surface whose colour animates over time, driven by `@builtin::shaders.animate_shader`. Starts from a white base colour (`1.0, 1.0, 1.0`) with an `emissive` of `1.0` so the shifting colour reads brightly, at mid roughness (`0.5`) and fully non-metallic (`metallic 0.0`).
## Inputs
- `colors.base_color` — the starting colour the animation modulates.
- `floats.emissive` (`1.0`) — self-illumination strength of the animated colour.
- `floats.roughness` (`0.5`) — matte diffuse spread.
- `floats.metallic` (`0.0`) — dielectric, non-metallic surface.
# Error Text
A 3D "ERROR" text model used as the visible fallback when an asset fails to
load — spawned in place of missing geometry so a broken reference is obvious
in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into
this bundle (mesh + material + texture + entity template).
## Composition
- Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy.
- Carries the extruded "ERROR" letter mesh, its material, and texture as
private subassets.
## Usage
Spawned automatically by the engine as the placeholder for an unresolved
asset; can also be spawned directly to test the fallback path.
# Plastic White
A clean white plastic — a non-metallic PBR surface with a pure white base colour (`1.0, 1.0, 1.0`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the white plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# postReference_darkRamp
A ramp of light from 0 at the left edge to 0.1 at the right: the dark gradient an undithered 8-bit display path bands on.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Lit Checkerboard
A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced.
## Inputs
- `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette.
- `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light.
- `floats.roughness` (`0.7`) — mostly diffuse surface.
- `render.instancing` (`true`) — supports instanced draws.
# Decal Default
The default material a `DecalProjector` stamps when none is assigned. A flat cyan
tint (`0.05, 0.95, 1.0`) on `@builtin::shaders.pbr`. Assign a material with a
`base_color_texture` to project a texture; the projector samples the material's
base colour at the box-local XY of every surface inside its projection box.
# Sky Equirectangular
An equirectangular panorama sky/environment background built on `@builtin::shaders.equirect_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), with adjustable rotation and exposure. Assign an equirectangular image to `sky_texture` (via `material.setTexture` or a Skybox) to display a panorama.
## Inputs
- `textures.sky_texture` — the equirectangular panorama image to sample. Falls
back to black, so a sky with nothing assigned reads as night rather than as an
error. Assign a `.texture` by guid, identity, name, or path:
```luau
renderer.material.setTexture("@builtin::materials.sky_equirect",
"sky_texture", "my_panorama.texture")
```
An image dropped into `/zero/source` imports into a sibling
`<stem>.texture` container and the loose file is removed, so reference the
container (or its identity) rather than the original image path.
- `floats.rotation` (`0.0`) — yaw rotation of the panorama around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# error_marker
The material of the ERROR sign a Model or SkinnedModel shows in place of a mesh
that failed to resolve, to become GPU-resident, or to pose. It draws the
`error_marker` shader's magenta checker.
# Brushed Metal
A brushed metallic surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a neutral grey base colour (`0.6, 0.6, 0.6`) and moderate roughness (`0.3`) that softens reflections into the muted sheen of brushed steel or aluminium. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.6, 0.6, 0.6, 1.0`) — neutral metal grey.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.3`) — softened, brushed reflections.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# postReference_emitter
A flat emitter answering with 16 times the display's white: the source a bloom reading is taken around.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Sky Solid
A flat solid-colour background built on `@builtin::shaders.solid_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), filling the sky with a single dark-grey colour (`0.2, 0.2, 0.2`) at unit exposure.
## Inputs
- `colors.solid_color` (`0.2, 0.2, 0.2`) — the flat fill colour of the background.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the fill colour.
# Grass
A soft green ground surface built on `@builtin::shaders.grass_material`, with a natural green base colour (`0.22, 0.62, 0.16`), high roughness (`0.75`) for a diffuse, non-shiny look, and no metallic or emissive contribution. It inherits the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its pipeline matches the library variant compiled at startup. It leaves the shader's `sway` at its default of `0`, so it shades whatever geometry it is applied to and leaves every vertex where the mesh puts it; `@builtin::materials.grass_blades` is the same green on a blade mesh that bends.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.roughness` (`0.75`) — matte, diffuse surface.
- `floats.metallic` (`0.0`) / `floats.emissive` (`0.0`) — non-metallic, non-glowing.
# Cubemap Env
A chrome-ball environment surface that samples a cubemap for mirror-like reflections, built on `@builtin::shaders.cubemap_unlit`. `reflect_mode` (`1.0`) selects the reflection path, and the `Ryfjallet_cubemap` builtin texture supplies the environment. Opaque, with a white base colour (`1.0, 1.0, 1.0`) so the cubemap colours pass through untinted.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/Ryfjallet_cubemap`) — the environment cubemap that is reflected.
- `floats.reflect_mode` (`1.0`) — selects the reflection sampling mode.
- `colors.base_color` — white tint that leaves the reflected colours unchanged.
# Solid Line
A flat, opaque line surface with a bright green base colour (`0.0, 1.0, 0.5`) for drawing gizmos, paths, and debug geometry. Opaque, back-face culled, instanced, and rendered in the opaque queue (`2000`). Built on `@builtin::shaders.line_material`.
## Inputs
- `colors.base_color` (`0.0, 1.0, 0.5`) — the line colour.
- `floats.roughness` (`0.5`) — surface roughness.
- `floats.emissive` (`0.0`) — no self-illumination.
- `render.instancing` (`true`) — many lines draw in a single instanced batch.
# Glass
Clear glass — a smooth, transparent PBR surface with a faint blue tint
(`0.9, 0.95, 1.0`) and low alpha (`0.3`). Rendered in the transparent queue
with backface culling off (`cull: none`) so both faces of thin geometry show.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — tint and opacity (the alpha channel drives how much
shows through).
- `floats.roughness` (`0.0`) — perfectly smooth; raise for frosted glass.
# Default
The neutral fallback surface — a plain white, non-metallic PBR material with
mid roughness (`0.5`), sampling the built-in white texture. This is what an
object renders as when no material is assigned. Built on
`@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the flat tint (white by default).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte
dielectric.
- `textures.base_color_texture` — the built-in `default:white` texture.
# Triplanar Checker
A checkerboard surface projected triplanarly, so the pattern stays uniform across arbitrary geometry with no UVs and no stretching. Neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic, with a projection sharpness of `4.0` controlling how tightly the three axis projections blend at edges. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.triplanar`, sampling `@builtin/textures/array_texture`.
## Inputs
- `floats.triplanar_sharpness` (`4.0`) — blend tightness between the X/Y/Z projections.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint over the projected texture.
- `textures.base_color_texture` — the projected checker source (`@builtin/textures/array_texture`).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
# deprecatedParticles (deprecated)
> **Deprecated.** This belongs to the earlier particle substrate. It stays loadable by identity and guid for content that already uses it; nothing new should use it, and search does not offer it. Particles are procgen sim nodes (`sim.spawn`, `sim.particles`, `sim.shader`) played through an effect: use `@builtin::assetTypes.effect`.
The package holds the GPU particle engine module (`engine`), the `deprecatedParticles` module over it, the `DeprecatedParticleEmitter` and `DeprecatedSimpleParticleEmitter` components, the shaders, compute shaders and materials they draw with, and a demo scene. The package's `.metadata` carries the deprecation marker, so every asset inside is deprecated.
# Plastic Red
A glossy red plastic — a non-metallic PBR surface with a saturated red base colour (`0.8, 0.1, 0.1`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`0.8, 0.1, 0.1`) — the red plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# Cel Shaded
A stylised, toon-shaded opaque surface built on `@builtin::shaders.extended_material`, with a warm red-orange base colour (`0.9, 0.3, 0.2`). The sun's light is cut into flat bands that multiply the base colour, so every band renders the hue of `base_color` and only its brightness steps; ambient light lifts the side facing away from the sun in the same hue. High roughness (`0.8`) keeps the surface matte: its specular term stays below the first band, so each lit band is one flat colour.
## Inputs
- `colors.base_color`: the surface colour every band renders in, multiplied by `base_color_texture`.
- `floats.roughness` (`0.8`): the size and strength of the specular highlight, which is banded with the rest of the sun's light; 0 is a small bright highlight. At four bands, a roughness of 0.5 or more keeps the highlight below the first band, so none shows.
- `floats.quantize_steps` (`4`): the number of bands the sun's light is cut into; 0 shades smoothly.
- `textures.base_color_texture`: an optional surface texture, drawn multiplied by `base_color`. Unset, it is white, and the surface renders `base_color` alone.
# luau_introspect (module)
Parses Luau/asset source TEXT into structured declarations. Pure
string/pattern parsing (`string.find` / `string.match` / `string.gmatch`)
over the literal source — no compiling, no VM spawn, no runtime state, no
engine FFI. Given source text, it extracts what is written in the file.
This is the shared parser every per-assetType `M.ref.inspect` hook uses to
turn a component/module/tool's own source into the structured record
`asset.inspect` returns.
## Exports
- `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` /
`--!example` comment runs and binds each run to the name of the
declaration on the next non-comment line (the identifier after
`function`, `public:`, `local function`, or `M.`).
- `publicFields(src) -> { FieldEntry }` — parses `public = { name =
Field.<kind>(default, mode), ... }` table-literal entries and
module-scope `public.<name> = Field.<kind>(...)` assignments.
- `events(src) -> { EventEntry }` — parses `events = { name =
Event(payloadSchema?, syncMode?), ... }` table-literal entries.
- `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)`
/ `typed function public:<name>(...)` declarations (params + optional
return type).
- `lifecycleHooks(src, catalog) -> { string }` — top-level `function
<name>(` declarations whose name is in the caller-supplied `catalog`
array.
- `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function`
assignments, `function M.<name>(...)` declarations, and a trailing
`return { foo = foo, ... }` export table.
- `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on
`src` itself in a module-local table. The same source text returns the
cached result without re-running `computeFn`; different source text
recomputes. Keyed on the source content (not an asset checksum) because
composite/container assets (component folders, scene folders, etc.) all
hash to the empty-string checksum — a checksum-keyed cache collapses
every such asset's detail onto whichever one was inspected first.
## Usage
```luau
local Introspect = require("modules.luau_introspect")
local src = self:getInitScript()
local detail = Introspect.forSource(src, function(s)
return {
fields = Introspect.publicFields(s),
events = Introspect.events(s),
methods = Introspect.methods(s),
hooks = Introspect.lifecycleHooks(s, lifecycleCatalog),
}
end)
```
## Notes
- Every function is a pure string→table transform: same source text in,
same structured table out, every time. No reads of live component
state, no entity/world queries.
- Structural scanning runs over a comment- and string-aware **mask** of
the source (a same-length copy where comment bodies and string-literal
contents are blanked to spaces, delimiters and newlines preserved).
Pattern matches and brace/paren balancing run on the mask — so a brace,
`Field.`, `Event(`, or a whole entry that appears inside a comment or a
string literal never registers — while captured values are sliced from
the original source at the same (aligned) indices. This makes the
parser robust to apostrophes in comments, commented-out entries, string
defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long
strings.
- `default` / `category` are raw trimmed source-text slices (with any
trailing comment stripped), not evaluated values.
- For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource`
/ `componentRef`) the FIRST positional argument is the category /
contract / componentType selector, captured under `category`; the
SECOND argument is captured under `default`.
- For every **other** Field kind the first argument is the `default`
and `category` is nil.
- A trailing `Sync` / `NoSync` identifier is captured as `sync`,
tolerating a trailing comma or a trailing comment after the last
argument.
- Field/Event entries whose key is a computed or indirect expression
(`[expr] = Field.number(...)`) are omitted — only literal identifier
keys are recognised.
- `methods` captures a `...` variadic parameter (as `name = "..."`), with
its `: <type>` annotation when present.
- A `--!desc` written above a field/event declaration (`<name> =
Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =`
assignment binds to that name in `docstrings`, and is folded into the
corresponding `publicFields` / `events` entry's `desc`.
- `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the
caller passes the list of names to match against.
- `forSource`'s memo is bounded (oldest-key eviction) so a long session
touching many distinct asset versions can't grow it without limit.
# ik
Look at a rig's bones and at what an IK solve is actually doing.
Debugging IK means answering three questions, and none of them can be answered
from a screenshot: what are this rig's bones called, where are they right now,
and is the chain reaching its target or merely near it.
`bones` lists a body's bones with their world positions and parents — the names
you need before naming a chain, and the positions you measure against when
checking a solve from outside the component. Rigs rarely use the word you would
guess: the standard humanoid here calls its feet `Ankle_L` and `Ankle_R`, with no
bone containing "foot" anywhere.
`reach` reports how far a limb can extend and how far away a point is, both in
the same units. A target beyond a limb's reach has no solution — the chain
extends straight toward it and stops, which is correct and looks exactly like a
broken solver. This is the first thing to check when a solve looks inert.
`state` gathers every IK component on an entity and reports what each one is
doing, so "is anything solving at all" is one call rather than five.
# assetType runtime
The machinery that reads a `<typename>.assetType/behavior.luau` and turns its
declarations into live behaviour.
A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared
code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` /
`onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` /
`settingsCorrections` hooks. None of it runs itself. This is the code that
runs it, and it lives here because reading a type's declarations is the
**assetType type's own behaviour** — the same way `material.assetType` owns
what a `.material` does.
## Sub-modules
| Module | Reads | Responsibility |
|---|---|---|
| `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. |
| `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. |
| `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. |
| `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. |
| `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. |
| `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. |
| `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. |
| `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. |
| `events.module` | `events` | The per-asset event runtime behind `ref.events`. |
| `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. |
| `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. |
| `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. |
## Reaching it
```luau
local rt = require("@builtin::assetTypes.assetType.shared")
rt.ref.loadTypeBehavior("material")
```
Fields resolve lazily. The prelude requires the sub-modules directly, in
dependency order (`ref`, then `changeDispatch`, `onRegister.install()`,
`refShapes.install()`) — a table that required all six on load would take that
ordering away from it.