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# tool (asset type)
A tool is one named operation: a single luau `typed function` inside a toolboxe's `<name>.tool` asset,
callable as `<toolbox>.<tool>`. The function's signature is the tool's interface,
so anyone can call it correctly without reading its code.
A tool is also a shell command, `zero <toolbox> <tool> <args>`; `guides core/tools`,
"A tool's command line", covers its flags, paths, `render.luau` and exit status.
Each tool has a declared input shape and return shape; the engine wraps each call's
result in an envelope.
## Why use a tool?
Tools are typed operations with a known serialized output format, made to enable efficient operation in the engine and provide an easily callable interface for operations around a topic.
They are also useful in that they can be called from a multitude of surfaces, from `execute`, to `bash` to `tool_exec`
to users Tools portion in the edui.
Compared to say a `module.assetType`, that might contain multiple functions with varying shapes, experct references or specific formats of tables as input and could return potentially anyting including flat tables.
that has multiple callable functionm in that they might return anything a tool is meant to be called with a serialized value, and return a serialized value.
A tool is meant to perform an self contained operation and return results/info/relevant data in a readable format, including eg. image data.
Whenever you identify an operation that requires specific orchestration and or is something that could be a repeated operation and makes it easier to manage the project/task or when you want to expose logic written in `luau`
to the other call surfaces like `bash` under its `zero` command, it propably should be a `<name>.tool` asset.
## How tools are written
In its simplicity, a tool is a single Typed luau function that returns a value.
written plainly, in its basic form it could look like this.
```luau
-- probe.toolbox/onCall.tool
--
-- Fire when a named function runs, seeing its arguments and what it returned.
--- A toolbox offered shared module, that in this case,contains a type shared by the tools in their toolbox.
local shared = require(".shared")
local M = {}
export type OnCallResult = {
ok: boolean,
id: string?,
result: string?,
error: string?,
}
--!desc example tool
--!arg path target path for the operation
--!arg opts `{ notice, when?, run?, capture?, label?, limit?, cooldown?, freeze?, silent? }`.
-- `capture` is Luau, compiled against the hit's context the way `run`
-- is, that returns a picture for the hit — a capture tool you aim:
-- `return tools.use("capture", "fromEntity", { entity = entity })`. It
-- runs once the hit is recorded, and the hit's notice then carries the
-- picture under `shot`, delivered as a picture.
--!return `{ ok, id, result }`.
--!example "arg1", arg2
typed function M.gatherResults(path: string, opts: shared.ArmOpts): OnCallResult
local modulePath, key = splitPath(path)
--- the tool code implementation
local results = myCodeResults
--- the tool call returns a table with keys, that is then wrapped in a return envelope.
return { ok = true, id = results.id, result = results.gathered }
end
return M
```
Now when called, the tool runs and returns the envelope with the inspectable results.
## Why return plainly, and fail by raising
Every caller gets a tool's outcome in the same form, success or failure, so
return the value itself and raise an error when the tool can't do its job. A
tool that returns its own `{ ok = false }` reads as a success that happened to
return that table. Make the error say what to do instead: the caller reads it
and acts on it.
## What the shell prints
`zero <toolbox> <tool>` prints the text the tool's `render.luau` states: a
module in the tool's folder returning one function `(result) -> string |
{ out, err?, exit? }`. A returned string is the output, and `{ out, err?, exit? }`
sets the output, the standard error text and the exit status. A call that raises
exits 1, and a command line the shell cannot bind to the tool's parameters exits 2.
## When to answer later instead of blocking
A caller waits for the tool to return, and might be calling multiple tools at the same time.
Should your call run past the waiting threshold in order to return, even if it yields
it comes back as a handle to a background task that will then complete on its own,
but require the caller to separately read the task results.
For a call that is small, answering inline with the result is better. When a
tool can tell that this particular call will be long (a big bake, a large
batch, a slow fetch), it hands itself to the background with
`task.background()` early, so the caller gets the handle at once and carries on
with other work.
## When to post a notice
The return value is the answer to what was asked. A notice is for what the
caller needs to know besides that: a side effect it didn't ask for, a return to one that has no caller,
notices should be treated as a way to make sure your tool can return quickly, when you arent sure how
long it takes for the results to be ready. It allows the agent to continue working, and then react when
the notice fires. `notices.post` delivers it to the caller,
and an agent that is idle is woken by it, so the caller learns it without
polling. Name in it what to do about it. A notice for something the return
value already says is noise.
## Returning more than text
Tools also support returning images, that the agent can then directly read from the tool response, regardles
of what surface they used to call the tool.
Images also work on notices, so you can eg attach visual results to the eventual outcomes of
your tool results and the agent will see them the second the notice fires.
## What a tool may do that other code may not
A tool, and code only tools call, may act on whatever an input names, resolving
an asset by a name that only arrives with the call. That is what makes a tool
the place for operations that depend on what they are given. Tools are for
working on a world rather than running in the game: a component may not call
one unless it declares `declare { componentSafe = true }`, and a tool doesn't
call another tool, so logic several tools need goes in the toolbox's shared
module or exist elsewhere.
For information how to group tools and organize them, and how they are called read `toolbox.assetType` readme.
## 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.
▲ 0↑ born
# shared Module
Cross-tool helpers for the `zm` toolbox. Every tool inside this
toolbox can pull these in with `require(".shared")`.
## Purpose
This module holds the small set of helpers that more than one tool in
the toolbox needs — `protect(fn)`, which runs a yield-capable
`world.*` mutation under `pcall` and translates any raised Luau error
into a clean message. Tools return their raw values (the
`tool.assetType` wrapper packages them into the system `ZmToolResult`
envelope) and signal failure by raising via `error(message)`; routing
the `world.*` call through `protect` keeps the raised message clean.
Keep it focused: per-tool implementation stays inside each
`<x>.tool/init.luau` (with its own `--!desc` / `--!arg` / `--!return`
/ `--!example` annotations).
## Usage
```luau
local shared = require(".shared")
function M.someTool(...)
-- Argument-shape failure: raise with a clear message.
if badArgs then
error("someTool: reason")
end
-- Runtime mutation: route the yield-capable world.* call through
-- protect so the re-raised message is clean (location prefix
-- stripped).
local ok, result = shared.protect(function()
return world.someMutation(...)
end)
if not ok then
error("someTool: " .. tostring(result))
end
return result
end
```
## Exports
See `init.luau` for the full export surface:
- `shared.protect(fn)` — run a yield-capable `world.*` op under
`pcall`, returning `(true, value)` on success or `(false,
cleanMessage)` if it raised (the Luau `chunk:line:` location prefix
is stripped). Every mutating tool routes its `world.*` call through
here so the messages it re-raises stay clean.
▲ 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
# 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. The body runs in
an environment of the module's own: a name it declares without
`local` is readable by the module's own functions and by no other
script, so an export reaches its callers through the returned table
and nothing else. Requiring a component's folder runs its chunk the
same way, once, and its `update`, `start` and `public` stay in that
environment; a component runs on an entity through
`entity(id).component.add(name)`.
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()`.
A name the body declares without `local` lives in the module's
environment, which every run of the module shares: a function the
previous run left in place reads what the reload assigned. 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**.
▲ 0↑ born
# zeromind
Find, reuse and publish content on ZeroMind — the shared library every Zero world draws from.
**Start here when a world needs something it does not have.** Everything published to ZeroMind, the engine's own content included, is open to install, change and build on, the way open-source code is, and this toolbox is its package manager. Changing what you install and sending the change back is what keeps the library working and lets it grow. `zeromind.search` queries it by what you need, in plain words, and chooses the asset types itself (leave `assetType` out unless the task fixes the type), or searches worlds only. `zeromind.installAsset` brings a hit into this world, dependencies included: install it, run it on the job, and where it falls short, change and finish it there like the rest of this world's code. When it is not the one, `zeromind.uninstall` removes it with the dependencies it brought. `zm pr create` sends the change back to where it came from, so everyone who uses it gets it. `zeromind.inspect` reads a hit's record and thumbnail, `zeromind.preview` shows what an install would write, and `zm ls-tree @<guid>`, `zm grep <pattern> @<guid>`, `zm show @<guid>:<path>` and `zm log @<guid>` read a hit's files in the shell.
Installed content stays connected upstream: `zeromind.updates` lists the libraries and installed assets that have moved on, `zeromind.reviewUpdate` shows what one update changes (the commits it brings with their messages, then its files), and `zeromind.update` applies one, several or all of them. `zm status` says how far your copy has drifted (its "ahead of upstream" section), and `zm pr create` sends improvements back as a pull request.
An install is one entry of the world and of Source Control: the asset at its root. Its files are ordinary files: edit them in place, where the install put them, and the install becomes a modified install that `zm status` lists as ahead of its upstream and `zm pr create <root>` offers back to the world it came from. `zeromind.installs` lists the installs with their version, file count, dependencies, deleted paths and changed files, and names an asset installed at two places. A copy of installed content made by accident (`cp`, or files written somewhere else) is a new asset disconnected from the install; `zeromind.foldCopy` folds it back into the installed asset it came from and repoints what required it. An install an earlier engine landed as one row per file (Source Control lists it as thousands of changed files) is brought into one record by `zeromind.convertInstalls`, which commits nothing, and `zeromind.update` moves it to a newer version as one record directly. `zeromind.uninstall` removes an install together with the dependencies only it used, and `zeromind.removeUnusedDeps` lists or removes the dependencies under `/zero/source/deps/` that nothing in the world uses; neither commits.
The other half is your own work as other people see it. `zeromind.create` makes a world, `zeromind.list` shows the ones you can reach, `zeromind.swap` switches this engine over to one, `zeromind.deleteWorld` deletes one you own (a scratch world made for a check, say) into ZeroMind's trash, `zeromind.trashedWorlds` lists the deleted worlds with when each is purged for good, and `zeromind.restoreWorld` brings one back until then. And `zeromind.setMetadata` / `zeromind.setCover` decide how a world is presented in the library: its title, description, tags, visibility and cover image. `zeromind.worldInfo` reads that record back.
`zeromind.rate` rates what you installed and used: a verdict (`up`, `mixed`, `down`) and the dimensions that stood out (completeness, quality, efficiency, usability, documentation), for an install root of this world or an installed library; it is how the next agent finds the good ones. `zeromind.inspect` and `zeromind.search` read those ratings back as `reviews`: the counts, the dimensions the newest reviews named, and each review with the version it judged and its comment. A defect you find in content another account published is an issue on that content: `zeromind.fileIssue` files it in the issue tracker ZeroMind keeps for the content's world, against an install of this world (at the version it was installed at), an installed library, or any published asset or world guid, and its owner reads it there. `zeromind.listIssues` lists a tracker (with no target, this world's own, where issues on your content arrive), `zeromind.viewIssue` reads one issue with its thread, `zeromind.commentIssue` answers in it, and `zeromind.closeIssue`, `zeromind.reopenIssue` and `zeromind.labelIssue` triage it. An issue's number is what a pull request into its world cites (`Fixes #N` in its title or description) to close it when it merges. The other community verbs act on the guids a search returns: `comment`, `listComments`, `bookmark`, `follow`, and `report` for content that breaks the rules. `zeromind.platformBug` is different: it files a bug about the Zero platform itself (the engine, the editor, ZeroMind) to the platform team, not about anything published. The `core/collaborating` guide walks the whole loop: rating, comments, issues, sending fixes upstream, reviewing what others send and the community setting.
Every call needs the engine linked to ZeroMind: `zeromind.login` starts the link, `zeromind.authStatus` reports it and the ZeroMind it points at, `zeromind.logout` revokes it and `zeromind.setTarget` points the engine at another ZeroMind. The credential stays in the trusted VM: a tool names the operation it wants and never holds a bearer.
Version control of the world you are working in — commits, branches, pull requests — is the `zm` toolbox.
▲ 0↑ born
# 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.
▲ 0↑ born
# assetType.shared.ref
Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`.
## Public API
```lua
local assetRef = require("@builtin::assetTypes.assetType.shared.ref")
-- Called by the Rust factory (push_asset_ref_handle) via
-- _G.__build_asset_ref_proxy after the envelope fields are set.
assetRef.build(envelope) -- attaches AssetRefMT, returns the table
```
The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below).
## Method dispatch order
`ref.foo` is resolved in this order:
1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889).
2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods.
3. **Nil** — unknown key, same shape as the original C metatable.
## Adding methods for a new asset type
Drop a `behavior.luau` into the type folder:
```
src/lua/lib/assetTypes/<typename>.assetType/
├── type.yaml -- structural spec (existing)
├── behavior.luau -- ref + global behaviour (new)
└── template/ -- placeholder body (existing)
```
`behavior.luau` returns:
```lua
return {
ref = {
--!desc Per-instance method on every `<typename>` AssetRef.
myMethod = function(self, ...) ... end,
},
global = {
-- Reserved for the asset.<typename>.* surface — not consumed
-- yet; included so the contract from gh#1889 lands cleanly.
},
}
```
Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined.
## Discovery and hot-reload
Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half.
Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call.
The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods.
## Why Luau, not Rust
The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means:
- Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code.
- Adding a new asset type drops in a new folder; no Rust rebuild.
- Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives.
## Consumers
- `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push.
- Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
▲ 0↑ born
# ik.reach
How far a limb can extend, and how far away a point is, in the same units —
plus whether that point falls inside the reachable band. Part of `ik.toolbox`;
surfaces as `ik.reach`.
This is the first thing to check when an IK solve looks inert. A limb reaches as
far as its bones are long and no further: a target beyond that has no solution,
so the chain extends straight toward it and stops. That is correct behaviour and
it is indistinguishable from a broken solver by eye. There is a lower bound too
— a two-bone chain cannot fold its tip closer to the root than the difference
between its segment lengths.
Everything is reported in world units, so the rig's model space never has to be
reasoned about. That matters because a limb's `reach` as the component reports it
is in model space, where a 0.61 m arm reads as about 61, and the scale factor
usually lives on a node inside the imported body rather than on the entity you
set `localScale` on.
Takes either a canonical limb role (`leftarm`, `rightarm`, `leftleg`,
`rightleg`) or a `"rootBone..tipBone"` pair, so it works on rigs that carry no
retarget profile at all.
▲ 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 · tools/zeromind.toolbox/restoreWorld.tool
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