▦
texture · drop-in viewer
What it does
No description provided yet.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
This asset doesn't declare a schema or structured payload.
⌬ Metadata
encoded
{"alpha":"input","alphaIsTransparency":false,"colorSpace":"srgb","compression":"uastc","effort":"fastest","generateMipmaps":true,"maxDimension":4096,"source":"a565866f3f38e2dc8c96e6771455ffb7093df4d82d494f99d4308073997f573d","textureType":"color","uastcRdo":"none"}payload{"animated":false,"isArray":false,"layers":1}Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Showing up to 3 levels deep. Open a part to see what it holds further down.
32+items
# texture
An **image asset** — the raw bytes of a `png` / `jpg` / `jpeg` / `hdr` /
`ktx2` / `webp` / `bmp` / `tga` file. A loose image written into the world is
imported into a `<stem>.texture/` container (see "Internal layout").
> New to how a texture exists as an asset, as CPU-side pixels, and as a live GPU
> texture (and how `renderer.texture.*` and render targets move between them)?
> Read `core/resource-model` first.
`texture` is a first-class assetType (not a bare plural-dir category) so
that:
- a texture has a stable asset **identity** and an explicit `asset_type`
link, and
- a material that references a texture records a real `.refs` edge to it
— which is what lets the CPU-residency system cascade from a material to
the textures it actually uses.
## CPU residency vs GPU residency
A texture can be resident two fundamentally different ways, and they must
not be conflated:
- **CPU residency** (this assetType): the raw image **bytes in memory** —
readable, hashable, decodable. You can operate on the bytes.
- **GPU residency**: those bytes uploaded to the device as a
GPU texture the renderer binds/samples. Byte-level reads are **not
possible** on the GPU variant — that is simply how the device works. GPU
residency is managed separately and is **not** part of this assetType.
Same texture identity, two separate residency states, two separate
operation sets, two separate reference counts.
## Internal layout
A `.texture/` holds these files, and its child set is open. `asset.create("texture",
name, ...)` and the **texture importer** (which creates through it when a loose
raster image lands in `/source/`) produce this shape:
```
<name>.texture/
source.<ext> the retained source raster — see below
source.ztex the full-resolution texels a cook dropped some of — see below
settings.yaml the texture's settings — see below
data.ztex canonical pre-encoded + pre-mipped payload (ZTEX magic)
.metadata what data.ztex holds and was encoded from
```
`asset.create` keeps a copy of the image bytes it was given as `source.<ext>`;
the importer moves the uploaded image in under its own name instead
(`foo.png` stays `foo.png`). Either way it is the texture's retained source:
rewriting it re-encodes `data.ztex` from the new pixels, and a rewrite carrying
the bytes `data.ztex` was already encoded from changes nothing.
`data.ztex` is the **preferred primary**: when present the renderer resolves
and uploads it verbatim — no re-mip. When absent the primary falls through to
a raster image in the folder, so a container holding only an image file reads
that image.
That fallthrough takes the lowest-named raster image in the folder and never
the rendered preview, which is made from the payload. A
container that lost its encoded payload and holds no other image has no
primary: `asset.diagnose(ref)` reports `noPrimaryFile`, `asset.validate(ref)`
reports `texture.no_payload`, and `renderer.texture.loadCpu` refuses it.
`asset.primaryFile(ref).path` names the file the resolution landed on; the
asset-system guide covers `diagnose`.
#### `settings.yaml` settings
A texture's settings are declared in `settings.luau` and live in its
`settings.yaml`. `asset.create` stamps them when the texture is made, and
`texRef:setSettings({ ... })` (or `asset.setSettings(ref, patch)`) changes
them. Editing an encode-relevant one re-runs the encode against the retained
source and rewrites `data.ztex`.
```lua
local tex = asset.create("texture", "hero_albedo", {
bytes = png, ext = "png",
settings = { maxDimension = 1024 },
})
tex:setSettings({ uastcRdo = "medium" })
```
| key | values | default | meaning |
|-----|--------|---------|---------|
| `textureType` | `color` / `normalMap` / `mask` / `sprite` | `color`, or guessed from the name | what the texture holds, recorded in the payload. `normalMap`: tangent-space normals — when `generateMipmaps` builds the chain, every level of it, the base included, is renormalised to unit length; with `generateMipmaps = false` the one stored level is the source as given, and the chain the GPU builds from it at upload is a plain box filter. `mask`: linear data (roughness, metallic, occlusion, height, masks). `sprite`: a 2D image with transparency. A new texture's type is guessed from its name — `_normal` / `_nrm` / `_n` / … → `normalMap`, `_rough` / `_metal` / `_ao` / `_height` / `_mask` / … → `mask` — unless it is given. |
| `colorSpace` | `srgb` / `linear` | follows `textureType`: `srgb` for `color` and `sprite`, `linear` for `normalMap` and `mask` | how the stored values are read when sampled. `srgb` for albedo/emissive/base-color, UI and sprites; `linear` for normal/RM/AO/height/mask data. |
| `compression` | `uastc` / `rgba8` / `rgba16` / `rgba32f` | a new texture: `uastc`, a `sprite` `rgba8` | what the texels are stored as — see "What each compression stores" below. |
| `effort` | `fastest` / `fast` / `thorough` | `fastest` | how long a `uastc` encode searches for each block — see "Block compression" below. |
| `uastcRdo` | `none` / `low` / `medium` / `high` | `none` | how far a `uastc` encode moves from the source to make a payload that compresses smaller on disk and over the network — see "Block compression" below. |
| `generateMipmaps` | `true` / `false` | `true` | bake the full mip chain into `data.ztex` at encode time. |
| `maxDimension` | integer, `1` to `8192` | a new texture: `4096` | the longest side the encoded texture may have; a larger source is downsampled to fit, and a `uastc` texture's longest side is the largest power of two within it. A value past 8192 is refused. |
| `filter` | `linear` / `nearest` | `linear` | sampler filtering recorded in the payload. A material slot and a UI image widget sample the texture with it. A post-process effect's texture property, a render pass's `@texture` input and a compute shader's `texture_2d` binding sample through a sampler of their own (the effect's `postprocess.setSampler`, the pass's, the compute shader's named `sampler` binding), which this setting does not change. |
| `wrapU` | `repeat` / `clamp` / `mirror` | follows `textureType`: `clamp` for `sprite`, else `repeat` | how a material samples the texture past its left and right edges: tiled, the edge texel held, or mirrored. Recorded in the payload. |
| `wrapV` | `repeat` / `clamp` / `mirror` | follows `textureType`: `clamp` for `sprite`, else `repeat` | the same, past its top and bottom edges. |
| `anisotropy` | `world` / `1` / `2` / `4` / `8` / `16` | `world` | samples taken along a surface seen at a grazing angle. `world` follows the `render.anisotropy` world setting (`renderer.setAnisotropy`); a number fixes it for this texture, clamped to what the device supports. A `nearest` texture samples with 1. A write may give the number itself (`anisotropy = 8`); it is stored as the string. Recorded in the payload. |
| `alpha` | `input` / `premultiplied` / `none` | `input` | what the encode does to alpha. `input`: kept as the source has it (straight alpha). `premultiplied`: colour multiplied by alpha — decoded to linear light, multiplied and re-encoded for an `srgb` texture, multiplied as stored for a `linear` one — the source a material with the `premultiplied` blend mode (`src + dst * (1 - src.a)`) composites. `none`: every texel opaque, colour kept. |
| `alphaIsTransparency` | `true` / `false` | follows `textureType`: `true` for `sprite`, else `false` | fill every fully transparent texel with the average colour of its non-transparent neighbours, spreading outward, so bilinear filtering and mip averaging never pull black into the edge of a transparent area. Alpha stays 0. Runs before `alpha` and before the mips. |
| `keepCpu` | `true` / `false` | `false` | keep the decoded pixels in the CPU store after the GPU upload — see below. |
The type's colour space, `alphaIsTransparency`, `wrapU` and `wrapV` are
stamped when the texture is created, and a later write that changes
`textureType` moves them with it, unless the same write names them.
A cook that drops texels — a `maxDimension` smaller than the source, or a
`uastc` cook resampling a side to a power of two — keeps the full-resolution
input as `source.ztex` (one RGBA8 level) when the container holds no source
image, so raising `maxDimension` later re-encodes from every texel. A cook
that drops nothing keeps nothing extra. A texture made from raw pixels whose
cook dropped nothing keeps its payload as its only source, so a settings
change re-encodes from that payload read back with straight alpha: what an
earlier encode discarded stays discarded, after `alpha = none` its alpha is
opaque, and a `uastc` payload re-encoded is the blocks' texels, not the
pixels first given.
A new texture's settings start from the texture type's own defaults —
`uastc` with a `maxDimension` of 4096; `rgba8` for a `sprite`; a 16-bit PNG
or `.hdr` source left to the schema's `rgba8` unless a layer names a
compression — and a world's Preset Manager rows
for `texture` override them (a world that ships at 2048, say), then an
importer's settings, then the `settings` the create names.
`filter`, `wrapU`, `wrapV` and `anisotropy` say how the texture is sampled,
not what its texels are. A write that changes only those rewrites the
payload's header (`renderer.texture.withSampler`): every level keeps its
bytes, and no preview is rendered, because no pixel changed. Every material
slot samples through its own texture's state, so two textures on one material
can wrap and filter differently. UI image widgets honour `filter` and draw each
image over its own bounds, so the wraps apply to materials. A post-process
effect, a render pass `@texture` input and a compute shader sample through
samplers of their own, so none of the four settings reaches them.
`keepCpu` is a lifecycle setting, not an encode input — it never re-runs the
encode. It acts on an already-materialised texture right away instead: `true`
loads the decoded pixels into the CPU store when the texture is GPU-resident,
`false` drops a resident CPU copy.
The `data.ztex` payload is a `ZTEX` magic, a 32-byte header and the mip
levels; the CPU encoder is exposed to Luau as
`renderer.texture.*` and consumed by the texture importer and this assetType.
#### What each compression stores
| `compression` | In `data.ztex` | On the GPU | Limits |
|---|---|---|---|
| `uastc` | UASTC 4x4 blocks, whole mip chain, one byte per texel, each level compressed for storage. | Transcoded at upload to a block format the adapter samples: `Bc7RgbaUnorm[Srgb]` where it samples BC textures (desktop native, desktop WebGPU), ASTC 4x4 where it samples ASTC and not BC (phones, a browser on one), ETC2 RGBA8 where it samples only ETC2, each one byte per texel; RGBA8 at four bytes per texel on an adapter that samples none of them, and for a texture with a side under four texels. | each side is resampled to the nearest power of two (halfway rounding up), nearest-neighbour for a `nearest` texture. |
| `rgba8` | From an image with `generateMipmaps = false`, a `maxDimension` the image fits within, `alpha = input` and `alphaIsTransparency = false`: the source PNG / JPEG / WebP itself, decoded at load. Otherwise raw 8-bit RGBA with the encoder's box-filtered mip chain. | `Rgba8Unorm` / `Rgba8UnormSrgb`, four bytes per texel. | none |
| `rgba16` | Raw 16-bit unsigned normalized, one level. An image is decoded at its own depth: a 16-bit PNG keeps every bit, an 8-bit channel `v` is stored as `v * 257`. The frames of an animated image are decoded at 8 bits. | `Rgba16Unorm` where the adapter grants 16-bit normalized textures (native); half float (`Rgba16Float`, about 11 significant bits) where it does not (every browser). | one level, no `maxDimension`, `linear` only. |
| `rgba32f` | Raw 32-bit float, one level. An image channel is stored as its value over the channel's maximum. | `Rgba32Float`. Where the GPU filters 32-bit float, every consumer samples it. Where it does not (every browser): a material slot draws the shader's declared default; a UI image draws nothing; a render pass naming it as an `@texture` input is skipped; a compute shader that declares no sampler binds it and reads it with `textureLoad`, and one that declares a sampler refuses the dispatch — each logging once, naming the texture and its format. CPU reads (`:load()`, `renderer.texture.decode`) return every bit on every device. | one level, no `maxDimension`, `linear` only. |
A high-precision compression turns `generateMipmaps` off, `maxDimension` to
8192 and the colour space to `linear` when the same write does not name them,
and refuses a write that names a contradicting value.
#### Block compression
`compression = "uastc"` stores every mip level as UASTC blocks — sixteen bytes
per 4x4 texels — a format no GPU samples directly but every one can be handed:
at upload each level is transcoded to a block format the adapter samples, BC7
on a desktop GPU and ASTC 4x4 on a phone's (ETC2 on one that samples ETC2
alone), so one payload is resident at one byte per texel on each, and RGBA8 on
an adapter that samples none; `renderer.textureMemory().blockFormat` names the
format this adapter holds it in. Only the levels a device keeps are
transcoded: under a texture-size cap (`renderer.setMaxTextureSize`) a texture
is uploaded from the first level of its chain within the cap. Compression is
lossy, which makes it the choice for colour, normal and detail maps; `rgba8`
holds a texture exactly, which is what pixel art and a mask whose exact codes
matter need.
`effort` is how long the encode searches for each block. `fastest` tries one
candidate for an opaque block, `fast` takes about 6 times as long and
`thorough` about 17 times, each landing closer to the source texels. What the
GPU holds is the same size at every effort, and so is the time a load takes.
`uastcRdo` trades accuracy for a payload that compresses smaller: `none`
encodes each block as close to the source as the encoder finds, and `low`,
`medium` and `high` let a block move further from the source when a nearby
block's bytes would let the payload compress better. What the GPU holds is the
same size either way; what moves is the size of `data.ztex` on disk and over
the network, and the encode time, which a pass more than doubles.
The encode runs on the CPU when the texture is created or a setting that
decides its texels changes. A call from a task that can yield cooks off the
frame and the task waits for it, so the world keeps running: a 1024x1024
texture with its mip chain takes about a second on a desktop CPU.
A texture whose settings say `rgba8` is never compressed.
## Reading an asset from its ref
`texRef:settings()` reads the container's settings with every schema default
filled in and `texRef:setSettings({ maxDimension = 1024 })` patches them;
`texRef:load()` decodes the payload's pixels into the CPU store for per-pixel
access, `texRef:handle()` puts the texture on the GPU under the asset's own
guid, and `texRef:preview()` renders it as a swatch.
`texRef:info()` reads the compiled `data.ztex` payload's header: the format it
was compiled to — also as its `compression` and `colorSpace` — the
`textureType`, `alpha` and `alphaIsTransparency` it was encoded under, its width and height, its mip and array-layer counts, the
sampler recorded in it (`filter`, `wrapU`, `wrapV`, `anisotropy`), and, for an animated sequence, each layer's
display time and the length of one pass:
```lua
local info = texRef:info()
print(info.width, info.height, info.format, info.mipCount)
```
It answers off that payload's own header, so a compiled texture reports how big
it is for a header read where `load()` decodes its pixels and `handle()` uploads
them. A container whose primary is a source image answers `(nil, err)`, and
`load()` reads its size. The `compression` and `colorSpace` it reports are what
the payload holds; the settings table holds what the encode was asked for.
## In the Inspector
Selecting a texture opens its **Texture** section right below the asset's
identity, then its Settings. The section draws the encoded texture through the
texture's own sampler, so a `filter = "nearest"` texture reads crisp at every
zoom. The zoom row offers **Fit** and each integer zoom (1×, 2×, 4×, 8×) whose
drawn size fits 512 px; a 128 px texture offers up to 4×, and one wider than
512 px offers Fit alone. Below the view, the section lists every field of the
`data.ztex` header (`texRef:info()`) — size, format, mip levels, filter, layers,
and a sequence's frames and duration — and the GPU memory the encoded mip chain
takes across its layers. The filter and the other encode settings change in
the Settings section; the Texture section reports the re-encoded result.
▲ 0↑ born
# assetType (asset type)
An asset type says what a kind of asset is: the files an asset of the kind is
made of, the code that gives it behaviour, the interface a person uses to work
with it, and how it is found, pictured and checked. A `<typename>.assetType/`
folder declares a type called `<typename>`, and every `<name>.<typename>/`
folder is an asset of it. `assetType` is itself a type, so a type is an asset
like any other: it is created, versioned, installed and contributed the same way.
## Making a type
`asset.create("assetType", "<typename>")` scaffolds a type. The type registers
the moment its folder is written, anywhere under `/zero/source/`, and from then
on `<name>.<typename>/` folders are its assets. An asset of a type that is not
registered yet is not an asset, so make the type first.
A type folder is a root: `~.x` in any file inside it names the type's own `x`,
wherever the type is installed. Keep the type's whole implementation inside its
folder and reach it that way.
What a type folder must hold is set by this type's own `type.yaml`, the same way
every type's `type.yaml` sets what its assets hold. `asset.validate` on a type
reports anything missing, and the scaffold produces a folder that passes.
## What sets your type's schema (`type.yaml`)
`type.yaml` is the structural contract every asset of the type is checked
against. The keys below are the ones the engine reads; a key not listed here is
ignored.
| Key | What it controls |
|---|---|
| `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. |
| `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. |
| `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. |
| `is_container` | Whether the suffix stays in the identities of what the asset holds. |
| `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. |
| `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. |
| `is_text_default` | Whether the asset's files are text unless stated otherwise. |
| `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. |
| `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. |
| `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. |
| `files: { required, optional }` | The files an asset holds (below). |
| `allow_unlisted` | `false` reports every file the type does not declare. |
| `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. |
| `settings:` | Typed per-asset settings (below). |
| `inspector:` | The interface people use for the type and its assets (below). |
| `preview:` | How an asset is pictured (below). |
| `references:` | Names of other assets the type's files carry (below). |
| `indexing:` | What search reads for each asset (below). |
| `describe:` | How a missing description is generated (below). |
### The files an asset holds
Each entry under `files.required` or `files.optional` is
`{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches
within one segment. Entries that share a `one_of_group` are satisfied by any one
of them. `content` lists checks on the file's bytes:
| Check | Passes when |
|---|---|
| `non_empty` | the file has content |
| `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape |
| `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML |
| `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") |
Each check takes a `message`, which is what the author is told when it fails.
### Settings
`settings: { values, schema: { type | instance, export? } }` gives every asset
typed settings. `values` names the file an asset's values live in; `schema.type`
declares one schema for the whole type, and `schema.instance` names a file each
asset declares its own in. `asset.create` writes the resolved values, and a write
to the values file reaches `onChange` with what changed.
## The human side (`inspector.luau`)
A type is used by people through its Inspector, and without one the type is
usable only from code. The Inspector is the type's interface for a person: for a
procedural graph it is the graph editor, for a kit it is the tracking view of
what the kit holds and what is still missing. Writing it is part of writing the
type.
`inspector: { type, instance? }` in `type.yaml` names the files. `type` is the
interface for the type itself and for its assets; `instance` names a file an
asset may ship to add its own. Each returns:
```luau
return {
sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } },
replace = { contents = { ... } }, -- replace a default section by id
order = { "graph", "contents" }, -- section order
}
```
`build(ctx)` receives the asset and builds the section. A section's `title`, and
the text its rows carry, is a string or an `i18n.text` value read from a catalog
(`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType",
...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a
type that names no inspector, or names one that does not load, reports it.
## Say what your type is for (`about.yaml`)
Every type carries an `about.yaml` that says what the type is for, in three
plain-language texts:
```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, in the words a game maker uses. Up to 800 bytes.
- **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes.
- **`usage`** is what a person or an agent does with one. Up to 1200 bytes.
Write about the type as a whole, not one asset of it, and say what it does now.
Agents read these texts to learn when to reach for the type and how; people
searching find the type by them. The scaffold starts each text with
`[[describe]]` and a note on what to write; a text that still starts that way
counts as not written. `services describe` can write them.
They show up in `asset.inspect` as `detail.about`, in
`assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide,
and at the top of the type's Inspector.
## Ask your assets to say what they are
A type can require each asset to carry a description: a file, written by the
author or generated, saying what the asset is and what it is for. Declare it with
a `described` check:
```yaml
files:
required:
- path: "README.md"
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
A file that is missing, empty or still has a line starting with `[[describe]]`
fails the check, and so does a YAML file whose named `keys` are missing or over
their `max_bytes`, or a Markdown file missing a named heading. `asset.validate`
names the asset, and a push that carries it is refused with `message`.
`services describe` finds such assets and writes their descriptions.
`describe:` steers what is generated:
```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>"
```
An example is an asset of your type whose description is a true, written one,
never a placeholder and never the asset being described; with none, leave
`examples` empty. A type whose assets the model cannot perceive (a sound, a
motion) says so in `guidance`, and the description is drawn only from what the
asset's own files state.
Start the file unwritten in your `template/`: a heading and one line starting
with `[[describe]]`, never example content, which every new asset would carry
verbatim. A type whose assets say what they are through their own content (a
mesh, a texture) declares no check.
## The type's code (`behavior.luau`)
`behavior.luau` returns one table. These are the keys the engine reads from it;
anything else on the table is the type's own.
### What the type's assets can do
| Key | Shape | What the engine does with it |
|---|---|---|
| `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. |
| `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. |
| `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. |
| `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). |
| `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. |
Some `ref` names mean the same for every type, and the engine calls them:
- **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below).
- **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below).
- **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe.
- **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints.
- **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode.
Some names are answered for every asset before the type is asked, so a `ref`
entry of the same name is never reached: `getSource`, `getBytes`, `getText`,
`exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours
when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the
residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`,
`gpu_resident`.
### When the engine calls the type
| Hook | Signature | When it runs |
|---|---|---|
| `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. |
| `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. |
| `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. |
| `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. |
| `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. |
| `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. |
| `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. |
### Settings hooks
| Hook | When it runs |
|---|---|
| `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. |
| `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. |
| `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. |
| `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. |
| `settingsHealed(values, stored)` | On a read, to repair stored values. |
| `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. |
`creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options
that are inputs to the type rather than settings.
### Reloading
An edit to `behavior.luau` reaches existing assets with no restart.
## How an asset is pictured (`preview:`)
| `kind` | The picture is | The type provides |
|---|---|---|
| `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` |
| `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order |
| `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` |
| `custom` | whatever `ref.preview` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
`angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop
and the framing, so an asset pictures the same in every world. A type with no
`preview:` that defines `instantiate` still answers `ref:preview()`.
A picture is rendered when something asks to view it (the editor showing the
asset, `ref:preview()`), when previews are generated on request
(`assets.generatePreviews`), and when the asset is staged. An edit alone
renders nothing. The picture records what it was made
from, so a stale one is told from a current one.
## The names your type's assets hold (`references:`)
Where your type's own format or API carries the name of another asset, declare
it here:
```yaml
references:
keys: # a top-level key of the type's files that holds a name, or a table of them
- { key: "shader", type: "shader" }
args: # an argument of a call, counting from 1
- { call: "g:node", position: 2, type: "procNode" }
fields: # a field of the options table a call takes
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in. `asset.declareReferenceKey`,
`asset.declareReferenceArg` and `asset.declareReferenceField` declare the same
from a script.
## What search reads (`indexing:`)
`indexing:` is how assets are found. Search reaches an asset only through what
its type's `indexing:` names, and adds nothing of its own. That includes you: an
asset indexed badly is one you cannot find later, when you are making something
else and need it. A type whose assets are never looked for says `indexing: none`.
```yaml
indexing:
data: # text, read from the asset's files
- role: identity
extractor: verbatim
source: { file: "README.md" }
- role: interface
extractor: symbols
source: { files: ["init.luau"] }
- role: implementation
extractor: verbatim
source: { files: ["init.luau"] }
content: # the picture
- role: identity
modality: image
source: { file: "preview.png" }
facets: # what a query filters and re-ranks by
file: ".metadata"
rigged: { type: bool, from: { components: { contains: SkinnedModel } } }
roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } }
```
**Roles.** Each `data` and `content` entry has a `role`, and a query matches in
two slots:
- **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is.
- **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both.
Ask what a person would recognise an asset of the type by, and what it does, and
point each role at the file that says it. For text, that is the asset's
description: the file your template starts with a `[[describe]]` block, which the
author writes or `services describe` fills in (see "Ask your assets to say what
they are").
**`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds
the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`.
Never index a file name (`source: { field: name }`): one
or two words carry nothing to match.
**`content`.** `modality: image` embeds the picture itself, so a text query
matches what the asset looks like. A type whose assets are looked at makes the
picture its identity.
**`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded
whole, so keys nobody declared in it are still found. Each further key is
computed for every asset and states a value for every one, including `false`: a
file can imply "not rigged" but never say it, and a query separates rigged from
unrigged only because the unrigged ones say `rigged: false`. A key is
`{ type: bool | number | enum, filter?: range, from }`, where `from` is
`{ file, field }` (a field of one of the asset's files, dotted for nesting),
`{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the
asset's entities carry).
## What blocks a push
A push checks every asset it carries against its type. These refuse it:
- a required file that is missing, a `content` check that fails, a `described` file not written yet;
- an error from the type's `validate`.
Unlisted files and warnings do not. A `described` file blocks only a push that
changes the asset. When a push is refused, the message names each asset and what
it lacks. `world.publishBlockers()` and `zm status` read the same list without
pushing.
## Typing a result from the asset (`refShapes`)
A `ref` method whose result depends on the asset (one entry per child folder, per
row of a config, per control a map declares) can only be annotated as
`{ [string]: Thing }`, which accepts any key. `refShapes` states the result for
each asset instead: a function returning a Luau type expression for that asset,
and the module whose types the expression uses. Read the asset; never run it.
```lua
-- inputMap.assetType/behavior.luau
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)` is checked and `map.noexisting` is reported.
A per-asset type applies where the call site names which asset: a component
field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`.
`asset.resolve(name, category)` carries only the category, and a name computed
at runtime carries nothing, so calls on those keep the declared return. The type
belongs to the call's result: index it there, or bind what you need from it
there, and the names stay checked.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows
what was published: `categories` (each type's method surface) and `returns`
(per-asset results by identity, then method). An identity missing from
`returns` was never published. Results are recomputed when an asset is written;
at most 64 assets of one type are read.
## Putting an asset in a scene (`ref.instantiate`)
A caller writes one piece of code against every instantiable type, so what
`instantiate` returns is fixed:
```lua
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts)
-- compose the asset under `root`, now
return Instantiable.result(self, root, idMap)
end,
}
```
**In.** `target` is the entity the asset lands under, or onto for a hierarchy
type; with none, the type spawns a new root. `position`, `rotation` (three
numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the
same for every type: `Instantiable.root` applies them to a root you make,
`Instantiable.place` to one you adopt. Document any options of your own in the
hook's `--!arg` docs.
**Out.** `(root, idMap)`. `root` is the composed root, live when you return:
build synchronously, never defer to a component's `awake`. `idMap` maps each
original id to the spawned one, so a component that composes the asset again on
every load can pass it back in and keep references into the composition. Every
call goes through `Instantiable.result`, which refuses a root that is not live
and turns a missing `idMap` into `{}`.
## Inspecting an asset (`ref.inspect`)
`asset.inspect(ref)` builds a record every asset shares (`identity`, `name`,
`guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`,
`description`, `tags`), then calls `ref.inspect(self)` for the type's own
`detail`:
```lua
M.ref = {
inspect = function(self)
-- read the asset's own files, never runtime state: inspect works on an asset
-- that has not been compiled, uploaded or registered
return { --[[ what makes this asset what it is ]] }
end,
}
```
Without it, the record is the shared part alone, and an agent inspecting the
asset learns nothing of what it is. A hook that raises leaves `detail` empty and
sets `record.warning`.
## Discovery
- `asset.list("assetType")`: every registered type.
- `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts.
- `asset.resolve("<typename>", "assetType")`: the type itself.
▲ 0↑ born
# assetType.shared.settings
Resolves four questions about an asset's typed settings, all answered from its
type's `type.yaml` — nothing here is found by convention.
```lua
local Settings = require("@builtin::assetTypes.assetType.shared.settings")
-- or, from inside the assetType runtime:
local Settings = require("@builtin::assetTypes.assetType.shared").settings
```
## Where does a type's schema live?
`type.yaml` names it in a `settings:` block:
```yaml
settings:
values: "settings.yaml" # where an instance's own values live
schema: { type: "settings.luau" } # one schema for every asset of this type
```
or, for a type whose settings differ per instance (an importer):
```yaml
settings:
values: "settings.yaml"
schema: { instance: "settings.luau" }
```
or, for a type whose schema is a table its instance's own source declares and
whose values live elsewhere (a component: its `public` fields, valued on each
entity it is on):
```yaml
settings:
schema: { instance: "init.luau", export: "public" }
```
Whether an instance may lack its schema file is what the type's `files:`
block says of that file. Listed under `files.optional`, it may be absent, and
an instance without it declares no settings — the importer type lists it
there, since most importers take none. Listed under `files.required`, or not
listed at all, it must load, and an instance missing it is a broken
declaration and is logged.
`schema.type` is required at the folder relative to the TYPE's own
`.assetType/` directory (one schema shared by every instance).
`schema.instance` is required relative to each INSTANCE's own folder (`init`
resolves the instance's own identity; anything else is a sibling module under
it). Without `schema.export`, the file is required as a module and its return
value IS the schema. With `schema.export`, the file is run in an environment
of its own and `export` is read from a returned table carrying it, or else
from the globals the file assigned — a component's `public` is such a global.
That environment reads through to `_G` and takes every write itself; its own
`_G` is itself, its `declare` and `computed` record into it, and its `task`
records spawned, deferred and delayed work instead of starting it. Every other
global is the real one, so a call the file makes through one runs as it does
anywhere. The schema is the declared table's Field descriptors. A schema that
resolves to nothing says why through `Settings.schemaProblemOf(ref)`: the file
could not be read, compiled or run, or declared no such table. An instance
schema is read again when its file, its type's `type.yaml`, or the entry file
of any module the asset `require`s changes. `Settings.blockFor(typeName)`
returns the raw block; `Settings.schemaForType(typeName)` and
`Settings.schemaOfInstance(ref)` resolve the two schema shapes respectively;
`Settings.schemaFor(ref)` tries the type-level schema first, falling back to
the instance-level one. `ref` naming an assetType asset itself — e.g.
`asset.resolve("texture", "assetType")`, rather than an instance of it —
reports that type's own declared schema, the same one every instance of it
reports.
## Where do an asset's values live?
`settings.values` names a file living beside the asset's own content —
`Settings.valuesPathOf(ref)` joins it onto the asset's path.
`Settings.valuesOf(ref)` / `Settings.writeValues(ref, values)` read and write
it; this module only names where it is. A type that declares its schema with
no `settings.values` keeps no values in the asset — a component's live on each
entity it is on — so `valuesOf` answers nil for it, `asset.create` refuses a
`settings` table for it, and `asset.setSettings` refuses a write.
`Settings.recordedWrite(path, text)` writes a file the way every values file
is written, and an editor uses it for any other file it writes. It writes the
whole contents, records the write into the open undo operation when one is
open (so undoing it restores what the file held), and raises when the write
does not land.
## In what order are a schema's fields declared?
Every `Field.*` constructor stamps its descriptor with `declaredOrder`, one
more than the last. Luau evaluates a table constructor's entries in the order
they are written, so `Settings.orderedNames(schema)` lists a schema's fields —
and a struct's subfields — in the order the source writes them.
A values file, or a legacy `.metadata` settings block, may hold an older
spelling — a renamed field, an older enum member. Every read passes what is
stored through the type's `normalizeSettings` (`Settings.normalizeFor`), so
it answers in the fields the schema declares today, and writes nothing. The
next local edit of that asset rewrites the file in the declared spelling
(`Settings.healLegacyIfNeeded`).
`asset.setSettings(ref, patch)` writes a partial patch:
`Settings.resolvePatch(ref, patch)` normalises it, merges it over the current
values and applies the type's derived defaults for the fields it changed, and
`Settings.writeValues(ref, values, patch)` applies the corrections, checks the
schema and writes the file.
## How is a new asset's settings resolved at creation?
`asset.create` calls `Settings.resolveForCreate(typeName, name, destPath,
creationOpts, callerSettings, importerSettings)` before running the type's
`onCreate`, checks the result against the schema, writes it to the values
file, and hands `onCreate` a COPY of it as `opts.settings` (`Settings.
cloneValues`) — never the same table the values file gets, so nothing
`onCreate` does to its own copy can reach what was stamped. `onCreate` reads
settings from `opts.settings` and never writes to it. `asset.create` also
seeds the change baseline with the stamped values
(`Settings.seedChangeBaseline`), so the values file's own first dispatch
reports nothing changed and the payload `onCreate` encoded is the only
encode a create runs.
The layers, lowest priority first, each overriding the ones before it field
by field:
1. The schema's own declared defaults (`Settings.defaultsOf`).
2. The type's own `settingsDefaults(name, opts, asked)` hook, when its
`behavior.luau` exports one. `asked` holds what layers 3 to 5 name, so a
default can follow a field one of them sets.
3. The Preset Manager's matching row (`Settings.presetLayerFor`).
4. The creating importer's settings for this type.
5. The `settings` table the caller passed to `asset.create`.
6. The type's own `settingsDerivedDefaults(values, explicit, changed)` hook,
when its `behavior.luau` exports one — a field whose default follows
another field, set only when no layer from 2 to 5 named it.
7. The type's own `settingsCorrections(values, name, opts)` hook, when its
`behavior.luau` exports one — applied last, once every other layer has
merged.
Layers 2 to 5 are each read through the type's `normalizeSettings`, so a
layer naming a field in an older spelling sets the field it names today.
`asset.create`'s top-level settings alias accepts those older names too
(`Settings.acceptedFieldNames`).
Layer 7 is `Settings.applyCorrections(typeName, values, explicit, context)`,
the one corrections path every settings write takes — this create chain, and
`Settings.writeValues` for every later write (`asset.setSettings`, a type's
first-encode seed, the legacy heal). `explicit` names the fields the writer
asked for: the caller's `settings` table here, the patch for
`asset.setSettings`. A correction lands SILENTLY on a field the writer did not
name — nobody asked for that value, so overriding it just states a fact. A
correction that contradicts a field the writer named REFUSES the write,
naming the field, the value asked for, and why it cannot hold — the same as
every other place this codebase refuses an explicit request it cannot satisfy
(a `Field.checkSchema` violation, a BC7 alignment error) rather than silently
rewriting it into something else. So `asset.setSettings(tex, { compression =
"rgba16" })` on a mipped texture stores `generateMipmaps = false` beside it,
while `asset.setSettings(tex, { compression = "rgba16", generateMipmaps = true })`
is refused.
`Field.checkSchema` runs once, over the result AFTER the corrections hook has
applied — a bad value nothing corrects refuses the creation.
### Four hooks, four different jobs
Every hook is an optional export on a type's `behavior.luau`, alongside
`onCreate` / `onChange`. **None is ever handed a table to mutate** — each
reads what it's given and RETURNS a table of what it wants changed (or nil);
`resolveForCreate`, `resolvePatch`, `applyDerivedDefaults` and
`applyCorrections` are the only places that write to the values, by merging
what a hook returns the same way every other layer merges.
- **`normalizeSettings(values) -> values`** maps every older spelling a
stored file or a write may carry to the field and member the schema
declares now, returning a new table; a table naming both an older field
and its replacement keeps the replacement. The companion export
**`normalizedSettingNames = { ... }`** lists the older field names it
accepts beyond the schema, so a write naming one is not refused as an
undeclared field. `texture.assetType`'s maps the fields its earlier schema
stored to `colorSpace` + `compression`, and the older `filter` keywords to
`linear` / `nearest`.
- **`settingsDerivedDefaults(values, explicit, changed) -> partial?`**
answers the values of fields whose default follows another field. At
creation `changed` holds every field; on a write it holds the fields the
write moved. A returned field applies only where `explicit` — the fields
the writer named — does not name it.
- **`settingsDefaults(name, opts, asked) -> partial?`** supplies a DEFAULT
the schema itself has no syntax for — something only knowable at creation
time, like a naming convention, a fact read off a payload the caller handed
in, or a value that follows a field a higher layer sets (`asked` holds what
the Preset Manager, the importer and the caller name, the higher one's
value where two name a field). It runs early (layer 2 above), so any later
layer — Preset Manager, importer, caller — freely overrides it.
`texture.assetType`'s returns the `textureType` the name suggests (a
`_normal`-suffixed name is a `normalMap`), `compression = "uastc"` and
`maxDimension = 4096`, with `rgba8` for a `textureType` of `sprite` that a
higher layer names; for a pre-encoded ZTEX payload it returns the colour
space, compression and sampler the payload's own header carries. Either
way, an explicit `settings = { ... }` from the caller still wins.
- **`settingsCorrections(values, name, opts) -> (partial?, reasons?)`**
enforces a CROSS-FIELD CONSTRAINT the schema itself has no syntax for — a
fact about one field that depends on another field's resolved value, true
regardless of which layer produced that value. It runs last (layer 7
above), over the fully merged `values`, and again on every later write of
the values file. Nothing is left unmet in what gets
validated and stamped — but a value the caller explicitly asked for is
never silently rewritten to satisfy it; `applyCorrections` refuses instead
(see above). The optional second return, `{ [field]: reason }`, supplies
the "why" for that refusal message; a field with no reason falls back to a
generic one. `texture.assetType`'s returns `{ generateMipmaps = false,
maxDimension = 8192, colorSpace = "linear" }` whenever the RESOLVED
`compression` is high-precision (the encoder stores one verbatim, linear,
and refuses a mip chain or a downsample for it outright), paired with a
reason naming the compression, and `nil` otherwise.
## What does a declarer declare?
`Field.settingsOf(identity, mode)` embeds another declarer's schema as a
struct field without restating it. The identity names one of two kinds of
declarer, and `Settings.schemaOfDeclarer(identity)` tells them apart by what
`identity` resolves to:
- **An assetType** (e.g. `"@builtin::assetTypes.texture"`) — embeds the
schema every instance of that type carries, resolved via
`schemaForType`. This is the type-level shared schema from the section
above, not a per-instance one — an assetType has no settings of its own
to declare per instance.
- **Anything else** (an importer, or any other asset that declares settings
of its own) — embeds that asset's own schema, resolved via
`schemaOfInstance`.
Every schema this module serves has already run its `Field.settingsOf`
fields through this resolution — a caller reading `schema.someField.fields`
never sees an unresolved `declarer` with no `fields`. Resolution descends
into an already-literal struct's `fields` and a list's `element` the same
way, so a declarer embedded several fields deep is still reached. A declarer
that embeds itself, directly or through another declarer, stops one level
short of the loop instead of recursing forever.
## What are the defaults?
`Settings.defaultsOf(schema)` reads every field's declared `default` into a
plain table — a field declared without one is absent from the result rather
than holding a `nil` value.
▲ 0↑ born
# proc.fields
Value wrappers for the procedural-generation type system: `Field<T>`,
`PointCloud` and `Population`. Part of `@builtin::systems.procgen.proc`.
Typed values backed by plain strided Luau arrays.
- **`Field<T>`** — a lazy per-element value. `Field.constant(t, values)`,
`Field.fn(t, stride, f)`, `Field.buffer(t, stride, buf)`; `:sample(id)` →
the `stride` components, `:materialize(count)` → a flat `count*stride` array.
- **`PointCloud`** — the value a `.procNode` input declared `PointCloud`
receives (`proc.substrate.toPointCloud`); every other input, and every op,
takes points as a `Geometry` (`proc.geometry.new`). `PointCloud.new(positions)`
(flat stride-3 array); `:count()`, `:position(id)`, `:setAttribute(name, field)` /
`:getAttribute(name)` / `:attributeNames()`.
- **`Field.transform(offset, orient, scale)`** — a per-element transform whose
three parts are fields of their own, so each compiles to the device;
`:transformParts()` hands them back.
Every value carries a `__proc_type` tag that `proc.types.typeOf` reads
(`"Field<Vec3>"`, `"PointCloud"`, `"Population"`).
▲ 0↑ born
# json
JSON encode/decode library for Luau. Encodes Lua values to JSON
strings and decodes JSON strings back to Lua values. Used for
communication with the Rust side of the engine, the VFS read/write
bridge, and any wire-format that needs JSON.
Pure Luau, no engine dependencies. Compact and pretty-printed
encoders, plus a hand-rolled decoder that streams the input by position
so it works under WASM as well as native.
## Exports
- `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`.
- `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly).
- `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array.
- `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure.
## Usage
```luau
local Json = require("@builtin::modules.json")
local widget = { type = "button", text = "Click Me" }
local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}'
local pretty = Json.encodePretty(widget, " ")
local decoded = Json.decode(compact)
local v, err = Json.decode("oops") -- v = nil, err = error message
```
## Notes
- Object keys are sorted alphabetically in both encoders for consistent
output across runs.
- Numeric keys on objects are stringified at encode time (JSON has no
numeric keys). Pure-integer key sets get detected as arrays via
`isArray` and encoded with brackets.
- NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round
trips through `decode` recover `null` (Lua `nil`), so they don't
preserve.
- Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe.
Only the BMP is covered; supplementary planes via surrogate pairs
are not.
- Functions encode as `null`.
- Decode is character-streamed — no regex, no `string.match` patterns
on the whole input — so the line-and-column information needs to be
reconstructed from the position offset.
▲ 0↑ born
# 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.
▲ 0↑ born
backing path · models/xr/quest_touch_plus_right.bundle/texture/controllerMATphongRT_albedo.texture
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up
agent_score is exposed.usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
—%no reports yet
Sign in to report whether this part worked for you.
Discussion
Scoped to this part · feeds back into the world's score.
0comments
Sign in to post.sign in
No comments yet. Be the first.