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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 07158574-5…

editor.inputMap

The controls you AUTHOR with, as an asset rather than constants inside a scene. Every one of them acts on the scene being edited, so `controller.editor` releases the whole map on the flip to play and takes it back on the way out.

by◐lumi·posted 2mo ago
What it does

editor.inputMap

The controls you AUTHOR with, as an asset rather than constants inside a scene. Every one of them acts on the scene being edited, so controller.editor releases the whole map on the flip to play and takes it back on the way out.

The three shortcuts that reach the editor around the scene — interface visibility, pause, and entering or leaving play — answer in both modes and live in editorMeta.inputMap for that reason.

Camera

ControlKeyboard + mouseGamepadTouch
lookMouse, while right-held or capturedRight stickDrag the right zone
moveWASDLeft stickLeft stick
zoomScroll wheelShouldersPinch
flyVerticalE / QTriggersUp / Down buttons

Commands

ControlKeyboardReachable elsewhere
frameSelectionFPad north, on-screen Frame
undo / redoCtrl+Z / Ctrl+YKeyboard only
clearSelectionEscapeKeyboard only
deleteSelectionDeleteKeyboard only
duplicateSelectionCtrl+DKeyboard only
toolNone / toolMove / toolRotate / toolScaleQ / W / E / RKeyboard only
toggleSpaceXKeyboard only

A keyboard-only control says so by setting gamepad and touch to false. That is a decision recorded in the asset, which is why the validator accepts it where it rejects a class that is merely missing.

The gizmo hotkeys share letters with move and flyVertical. The editor gates them on the camera not being flown, so W is a tool while the mouse is free and a strafe while it is held.

Interface

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

conforms to

zero/source-extract/v2

editor.inputMap — the controls the editor itself answers to. The editor is a world like any other, so the keys it responds to are an asset rather than constants inside a scene: they are listed, rebindable, and visible to anything that wants to show a player what to press. The controls live in the `<name>.inputBinding` folders beside this file. Activating this map is what makes them live; the editor scene does that when it comes up and releases them when it goes away. The camera controls carry all three device classes, so a tablet can fly the viewport. Most of the commands refuse gamepad and touch outright — `undo` is a chord and a gizmo hotkey is modal, and a control invented for a device nobody drives it from is worse than one that says it is keyboard-only.

⌬ Metadata
descriptionThe editor's own controls: flying the viewport camera, framing a selection, the gizmo tool hotkeys, undo/redo, and showing or hiding the interface.

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.

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inputbinding · born here
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# Clear Selection drops the current selection.
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inputbinding · born here
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# Delete removes the selected entities.
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inputbinding · born here
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# Duplicate copies the selected entities in place.
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inputbinding · born here
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# Fly Up/Down Raises and lowers the editor camera without changing where it looks.
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inputbinding · born here
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# Frame frames the viewport on what is selected.
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inputbinding · born here
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# Look Aims the editor camera while the right button is held, the pointer is captured, a finger drags the look zone, or the right stick is pushed.
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inputbinding · born here
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# Move Flies the editor camera on its own plane.
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inputbinding · born here
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# Redo steps forward through the edit history.
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inputbinding · born here
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# Toggle Space swaps the gizmo between world and local space.
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inputbinding · born here
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# Tool: Move switches the gizmo to translate.
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inputbinding · born here
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# Tool: None puts the gizmo away.
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inputbinding · born here
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# Tool: Rotate switches the gizmo to rotate.
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inputbinding · born here
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# Tool: Scale switches the gizmo to scale.
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inputbinding · born here
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# Undo steps back through the edit history.
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inputbinding · born here
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# Zoom Pulls the editor camera in and out.
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assettype · born here
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# inputMap assetType A control scheme, expressed as an asset. A `<name>.inputMap/` folder whose `init.luau` returns the map record, and whose **controls are the `<name>.inputBinding/` child folders beside it** — the same containment a `.toolbox` has with its `.tool` children. Containment records the reference, so a scene carrying its map carries every control it declares. ``` racer.inputMap/ init.luau -- what the map is, and how it composes boost.inputBinding/ init.luau steer.inputBinding/ init.luau ``` ```luau -- racer.inputMap/init.luau return { name = "racer", description = "Throttle, steering and boost.", -- The group these controls belong to, and the groups this map stands -- down while it is live. Declaring neither composes with everything. group = "vehicle", suppresses = { "player" }, } ``` Each control carries `kbm`, `gamepad` and `touch`; the `inputBinding` assetType covers the record shape. ## Reading it A controller activates the map it needs and subscribes to the controls it drives. Nothing is live until something asks for it. ```luau public = { inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls this component reads."), speed = Field.number(5, NoSync, "World units per second at full deflection."), jumps = Field.number(0, NoSync, "How many times the jump control was pressed."), } local controls function awake() controls = public.inputMap:activate() controls.move:onInput(function(v, dt, active) if not active then return end local p = public.entity.position local step = public.speed * dt public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step } end) controls.jump:onPressed(function() public.jumps += 1 end) end function onDestroy() public.inputMap:deactivate(controls) end ``` What `activate` returned is this holder's **claim** on the map. Keep it and hand it back: releasing the claim disconnects the subscriptions made through it, and the map stays live for whoever else holds it. A control the map does not declare reads as `nil`, so a typo raises at the subscribe call. A controller written against more than one map tests for an optional control first — `if controls.crouch then controls.crouch:onInput(...) end`. Several maps can be live at once, and the player's surface is the union of them. `group` / `suppresses` are how one map stands another down — a car takes the player over by naming the `player` group, and walking resumes the moment the car releases. `Zin.scheme.live()` reports each live map's `group`, `suppresses` and `suppressedBy`, and `heldBy` — who opened each activation still standing on it, so a control that goes quiet under a suppression leads to the activation doing it rather than to the map. ## Whose keys a map reads A key belongs to the surface it was pressed on. In the editor, where the scene shares the window with panels, the scene holds the keys pressed while it was the active input context — the last click landed on the viewport, or play just started. A key pressed after a click on a panel is the editor's, and a game's controls never see it. A map reads the scene's keys unless it declares otherwise: ```luau return { label = "Editor", group = "editor", surface = "editor", -- every key no focused widget took } ``` `surface = "editor"` is for controls that belong to the editor around the scene — its hotkeys, its viewport camera — and answer wherever the author last clicked. Pads and touch belong to no panel and read the same on either surface. `Zin.scheme.live()` reports each map's `surface`. ## Ref methods - `:activate(label?)` — load every `<name>.inputBinding/` child, validate them, add them to the live binding set, and return the handles keyed by control name. Every fault across every child is reported in one error. Activating a map already live adds a holder, so two components sharing one map read one set of controls — each through its own handles, which are the claim it releases by. Every activation reads the children again, so a binding added, edited or removed since the map came up reaches the running set here and reaches the holders already standing on it. `label` names this activation in `Zin.scheme.live()`. - `:deactivate(claim)` — release one holder's claim, disconnecting every subscription that claim made. The map stays live while another holder remains; the last one out takes the controls out of the live set. Name no claim and the caller's own most recent one goes. - `:controls()` — `{ name, label, kind, classes, problems }` per child, read without activating anything, so an authoring tool can show a map's whole surface and everything wrong with it before it goes live. - `:record()` — the raw record its `init.luau` returns. - `:effective()` — the materialized effective map, without activating it. - `:bindingsFor(name, class)` — the bindings a named entry has for one device class in this map's effective form. ## Writing one The `inputAuthor` toolbox writes a map and its controls together, filling in canonical defaults for a control whose name it recognises: ```luau tools.use("inputAuthor", "map", "racer", { "throttle", "steer", "boost" }, { group = "vehicle", suppresses = { "player" } }) tools.use("inputAuthor", "check", "/zero/source/inputMaps/racer.inputMap") ``` `asset.create("inputMap", name, { record = ... })` bakes a record into both shapes a map is read in — `init.luau` beside one `<name>.inputBinding/` child per entry, each carrying all three device classes, a class the record had nothing for written as `false` with the reason beside it. That is the hook `Zin.map.bake(name)` drives to turn the active effective map into an editable asset. The engine's built-in schemes live at `@builtin::inputMaps.default`, `.editor`, `.editorMeta`, `.vehicle` and `.flight`. ## In the Inspector Controls: whether this map is the one taking input now, how many controls it declares, and each control's name, label, kind, device classes and problem count.
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assettype · born here
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# inputBinding assetType One control in a scheme — `jump`, `move`, `boost` — expressed as an asset. A `<name>.inputBinding/` folder whose `init.luau` returns the binding record, living inside a `.inputMap/` parent the same way a `.tool` lives inside a `.toolbox`. Containment is what records the reference, so a scene that carries its map carries every control the map declares. A scene pulled into another world cannot arrive somewhere `boost` binds to nothing. ```luau -- racer.inputMap/boost.inputBinding/init.luau local B = require("@builtin::modules.zinput.bindings") return { label = "Boost", kind = "button", kbm = { B.key("ShiftLeft") }, gamepad = { B.padButton("left_shoulder") }, touch = { B.touchButton({ zone = "right-lower" }) }, } ``` ## Every device class, always `kbm`, `gamepad` and `touch` are all required. A control bound on one device and not another is how a world ships playable on a desktop and dead on a phone, so a record missing a class is refused at activation, naming the binding and the class it lacks. Setting a class to `false` suppresses it deliberately — a text-entry control with no touch counterpart says so, and says it in the record where a reader sees it. The cost of that rule is paid at authoring time rather than by the author: the `inputAuthor` toolbox stamps canonical defaults for a control whose name the catalog knows, so a complete three-class binding is one call. ## Kinds | `kind` | Shape per class | What it is | |---|---|---| | `button` | an **array** of bindings — any one satisfies it | A press: jump, fire, interact | | `axis1` | **one** binding | A scalar: throttle, zoom, lean | | `axis2` | **one** binding | A vector: movement, look, aim | A button takes an array because a control usually has more than one way to be pressed on the same device (`ShiftLeft` and `ShiftRight`). An axis takes one because an axis evaluates exactly one binding per class. ```luau -- move.inputBinding/init.luau return { label = "Move", kind = "axis2", kbm = B.wasd(), gamepad = B.padStick("left"), touch = B.touchStick({ zone = "left" }), } ``` ## Shaping an axis An `axis1` / `axis2` control conditions its reading before a consumer sees it. Four optional fields, applied every tick in this order: | Field | What it does | |---|---| | `deadzone` | A magnitude below it reads 0. On an `axis1` that is the value; on an `axis2` it is **radial** — the magnitude of the pair — so a diagonal held past the threshold keeps both components | | `curve` | `"linear"` (the default), `"quadratic"` (squares, keeping the sign), `"cubic"`, or a function taking the reading and returning the shaped one | | `invert` | `true` negates the reading — both components, for an `axis2` | | `smoothing` | The time constant, in seconds, the reading approaches its target over. `0` (the default) arrives at once | ```luau -- look.inputBinding/init.luau return { label = "Look", kind = "axis2", deadzone = 0.12, curve = "quadratic", smoothing = 0.05, kbm = B.mouseDelta(), gamepad = B.padStick("right", { as = "delta", unitsPerSecond = 1200 }), touch = B.touchDrag({ zone = "right" }), } ``` The shaping lands on the reading the classes produced, after `as` / `unitsPerSecond` / `scale` have brought each of them into the control's own unit — so one `deadzone` is written once, in that unit, and covers the stick, the mouse and the finger together. `smoothing` carries the same value toward whatever the devices report next, so a control whose context leaves, whose group stands down, or whose gate closes drains to neutral rather than cutting to it, and reports its drop frame when it arrives. Shaping is refused on a `button`: it is held or it is not, so there is no magnitude to cut, bend or approach. Say when a button may read at all with `gate`. ## Events A binding exposes the events a controller subscribes to. Handlers take positional arguments, so a movement handler reads them directly rather than unpacking a table every frame. | Event | Fires | |---|---| | `input` | Every frame the binding is active, carrying `(value, dt, active)` — and once more on the frame it goes inactive, with `active = false` and the neutral value | | `pressed` | The press edge of a button | | `released` | The release edge of a button | | `changed` | When the value changes | `input` firing on the drop frame is what lets one handler both start and stop motion. Inside a component, whose hooks reach its fields through `public`: ```luau map.move:onInput(function(v, dt, active) public.moving = active if not active then return end local p = public.entity.position local step = public.speed * dt public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step } end) ``` ## Ref methods - `:record()` — the validated binding record. Raises when a class is missing or the record is malformed, naming what is wrong. - `:problems()` — every problem with the record, without raising. What an authoring tool reports so a whole map's faults surface at once. - `:inspect()` — `{ label, kind, classes }` for `asset.inspect`. - `.events` — the subscribe-only view over the four events above. ## Creating one `asset.create("inputBinding", name, opts)` writes a record carrying every device class, so a binding is complete the moment it exists: ```luau asset.create("inputBinding", "boost", { label = "Boost", kind = "button", kbm = '{ B.key("ShiftLeft") }', gamepad = '{ B.padButton("left_shoulder") }', touch = '{ B.touchButton({ zone = "right-lower" }) }', }) ``` ## In the Inspector Binding: the binding's label, its kind and the device classes it binds, every problem its definition has, and **Open** for its source.
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assettype · born here
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# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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module · born here
❒asset
# bindings Binding primitives and evaluators. A binding names which physical input satisfies a control on one device class — the value a `.inputBinding` record's `kbm` / `gamepad` / `touch` field holds. A binding is a plain descriptor table (e.g. `{ kind = "key", code = "KeyW" }`); the evaluators (`evalHeld`, `evalPressed`, `evalReleased`, `evalAxis`, `evalVector`) dispatch on `kind` and read `Zin.state` / `Zin.virtual` to produce the live signal. `Zin.scheme` runs them once per tick for every live binding, and they are public so chords, axes and library authors can evaluate a binding without reimplementing the dispatch. ```luau -- boost.inputBinding/init.luau local B = require("@builtin::modules.zinput.bindings") return { label = "Boost", kind = "button", kbm = { B.key("ShiftLeft") }, gamepad = { B.padButton("left_shoulder") }, touch = { B.touchButton({ zone = "right-lower" }) }, } ``` ## Two frames, and which binding speaks which - **Stick bindings** (`vector`, `touchStick`, `padStick`) report the direction the player *means* — forward is `+y`. A `move` control carrying a keyboard class and a stick class drives both devices the same way. - **Delta bindings** (`mouseDelta`, `touchDrag`, `scroll`) report movement that happened — down is `+y`, because that is what the pointer did. They also differ in magnitude: a stick is a position bounded at 1.0, a delta is however far the device moved this frame. A control carrying both — look, zoom — declares `as = "delta"` on its held class with the `unitsPerSecond` a full deflection is worth, and `scale` on a delta class that counts in its own units (a pinch in pixels beside a wheel in notches). `Zin.scheme` applies both, so one sensitivity covers every device. ## Exports Keyboard and mouse constructors: - `M.key(code: string) -> Binding` - `M.mouse(button: string) -> Binding` — `"left"` / `"right"` / `"middle"`. - `M.modKey(spec: string) -> Binding` — `"Ctrl+S"`, `"Shift+Alt+P"`, `"Escape"`. - `M.axis(plus: Binding, minus: Binding, opts: StickOpts?) -> Binding` - `M.vector(right, left, up, down: Binding) -> Binding` - `M.wasd() -> Binding` - `M.arrowKeys() -> Binding` - `M.mouseDelta(axis: string?) -> Binding` — this frame's mouse delta. - `M.scroll(axis: string?) -> Binding` — scrollwheel delta. - `M.pointerLocked() -> Binding` — boolean, true while locked. Touch constructors (fed by `Zin.virtual`, which the on-screen controls write): - `M.touchStick(opts: { zone, axis? }) -> Binding` — vector. - `M.touchButton(opts: { zone?, label?, icon?, priority?, size?, group? }) -> Binding` — boolean. - `M.touchDrag(opts: { zone, axis? }) -> Binding` — per-frame delta vector. - `M.touchPinch(opts: StickOpts?) -> Binding` — scalar pinch delta. Gamepad constructors (addressed by canonical position; `slot` names one pad, omitting it means any connected pad): - `M.padButton(button: string, slot: number?) -> Binding` - `M.padAxis(axis: string, opts: StickOpts?) -> Binding` - `M.padStick(stick: string, opts: StickOpts?) -> Binding` - `M.padTrigger(trigger: string, slot: number?) -> Binding` Predicates: - `M.isBoolean(b) -> boolean` - `M.isAxis(b) -> boolean` - `M.isVector(b) -> boolean` Evaluators: - `M.evalHeld(b) -> boolean` - `M.evalPressed(b) -> boolean` - `M.evalReleased(b) -> boolean` - `M.evalAxis(b) -> number` - `M.evalVector(b) -> Vec2` Pretty-printers: - `M.format(b: any) -> string` — single binding ("Space", "Ctrl+S", "WASD"). - `M.formatAll(bindings: any?, sep: string?) -> string` — joined summary; non-table arg returns `"<no bindings>"`. Types: - `Binding = { [string]: any }` — descriptor table with `kind` plus type-specific fields. - `Vec2 = { x: number, y: number }` - `StickOpts = { slot: number?, as: string?, unitsPerSecond: number?, scale: number? }` ## Notes - Bindings are pure data tables — they serialize cleanly, compare with `Json.encode`, and have no metatables. - `modKey` normalises modifier order in `format()` so a key written as `Shift+Ctrl+KeyS` displays the same as `Ctrl+Shift+KeyS`. The internal `mods = { ctrl, shift, alt }` flags are the canonical representation. - Mouse-delta, scroll, drag and pinch values are raw physical deltas, not clamped to `[-1, 1]`. `as = "delta"` + `unitsPerSecond` on the stick class beside them is what puts every class in one unit. - `as = "delta"` needs `unitsPerSecond` and has no default: the number that makes a pad feel right is the point of declaring the conversion, and a default would be right for one control and quietly wrong for the next. - Reading a member this module does not have raises immediately, naming the nearest members and the full list — a wrong guess at a constructor surfaces at the call rather than as `attempt to call a nil value` later. - `format()` always returns a string, never throws — returns `"<invalid>"` for malformed input.
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module · born here
❒asset
# arming The predicate a look-style control hands to its `gate`, in the one place it is written. Backs `Zin.arming`. A mouse always has a delta, so an ungated mouse-look turns the camera whenever the cursor crosses the window. The gate answers "is the player steering?" — and every scheme answers it with the same list of gestures in a different combination. `Zin.arming.gate(opts)` takes the combination and returns the predicate. ```luau local Arming = require("@builtin::modules.zinput.arming") return { label = "Look", kind = "axis2", gate = Arming.gate({ dragZone = "right", stick = "right" }), kbm = B.mouseDelta(), gamepad = B.padStick("right", { as = "delta", unitsPerSecond = 1200 }), touch = B.touchDrag({ zone = "right" }), } ``` A locked pointer always arms: a cursor the scheme took is one the player gave to the camera. The rest is named in `opts` — `dragZone` for a finger inside a touch zone, `stick` for a deflected pad stick, `padButtons` for a trigger, `virtualButtons` for an on-screen button. ## The right mouse button `rightButton` is the field the schemes disagree about, because the button means two different things. | Value | Arms while | Used by | |-------|-----------|---------| | `"free"` (default) | the button is down and no other control that can answer on it declares it | the player scheme | | `"held"` | the button is down | the editor scheme, where holding it IS the fly gesture | | `"off"` | never | a control that reads the button through nothing but pointer lock | `"free"` is what lets a world bind the right button to a game action. The engine's default scheme arms mouse-look on that button, and a world that also binds it would otherwise get the camera turn and its own action from one gesture, with no way to decline the camera half short of standing down its whole control group. Under `"free"` the world's binding is the claim: declare the button in a live `.inputMap` control, or in the `Zin.actions` / `Zin.axes` registry, and the arming stands down for as long as that control can answer on it. A control whose map is standing down for a suppressor, or whose context is not the one on top, is one the player cannot reach — the same two terms the tick's own dispatch reads before it evaluates a control — so the button is free of it while that holds and the camera keeps the drag. `Zin.arming.rightButtonClaimants()` names who is holding it, which is the answer to "why did my right-drag stop turning the camera": ```luau Zin.arming.rightButtonClaimants() --> { "map:torch.torchToggle" } ``` The engine's own arming gesture — the `lookDrag` control on the standard scheme, and the `look_drag` action beside it in the registry — is what `"free"` arms FROM, so those two names are passed over by the search. A claim is decided on the frame the button goes down and holds until it comes up. A map activating mid-drag therefore cannot take a gesture away from the camera halfway through it, and the search runs once per press rather than once per gated control per frame.
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module · born here
❒asset
# scheme The live set of activated input maps, and the per-frame dispatch that turns their bindings into the events a controller subscribed to. Backs `Zin.scheme`. ## Nothing is live until something activates a map A controller holds an `inputMap` ref, activates it when it takes control, and releases it when it gives control up. The live binding set is exactly the union of what current holders asked for, so an empty world has an empty input surface and an empty screen — no scheme is active by default, and nothing appears on a phone that no component consumes. For a component that drives the thing it lives on, taking control and being awake are the same moment, so `awake` / `onDestroy` are the hooks. For anything a player enters and leaves — a car, a turret, a menu — they are not: the car is still there after the player gets out, so the map goes live on entry and stands down on exit. ```luau public = { inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls this component reads."), speed = Field.number(5, NoSync, "World units per second at full deflection."), jumps = Field.number(0, NoSync, "How many times the jump control was pressed."), } local controls function awake() controls = public.inputMap:activate() controls.move:onInput(function(v, dt, active) if not active then return end local p = public.entity.position local step = public.speed * dt public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step } end) controls.jump:onPressed(function() public.jumps += 1 end) end function onDestroy() public.inputMap:deactivate(controls) end ``` What `activate` returned is this holder's **claim** on the map. Keep it and hand it back: releasing the claim disconnects the subscriptions made through it, and the map stays live for whoever else holds it. A claim also ends with the context that opened it. A component's claim is released when that component instance goes, whether or not it writes an `onDestroy`: the component is removed from its entity, the entity despawns, or the component hot-reloads (its new life's `awake` activates again). A claim a module body opens ends at the module's next run. `scopes.list()` names each standing claim as a `luau` row under the context it follows, and `scopes.release(tag)` ends it with everything else that context holds. ## Several maps compose by all being live The player's surface is the union of every live map, which is what a game needs: picking up a gun activates a weapon map and Fire appears beside the movement stick; dropping it takes away Fire and nothing else. Two controllers that each activate a map with a movement stick produce two sticks — visible, attributable to the second controller, and the importer's to resolve. Two components activating the *same* map read one set of controls, each through its own claim. A claim's release disconnects what that holder subscribed and leaves the other holders' handlers attached; the map leaves the live set when its last claim goes. `Zin.scheme.live()` reports each live map's `holders` — how many claims are still standing on it — and `heldBy`, which says who each of them is: `kind` (`"component"` or `"execute"`), `entity`, `source` as the `chunk:line` the activation was opened at, and the `label` the caller passed to `activate("weapon-swap")`. ## An activation reads the map's children as they stand now Every `activate` re-reads the map's `<name>.inputBinding/` children, so a control added, edited or removed since the map came up reaches the running set on the next activation. The controls are edited in place, so it reaches the holders already standing on the map too: their handles keep working and every subscription they made carries on across the edit. ## A map can stand another one down Composition cannot say "not while this is happening". A map declares the `group` its controls belong to and the groups it `suppresses` while live: ```luau -- driving.inputMap/init.luau return { group = "vehicle", suppresses = { "player" } } ``` Every live map in a suppressed group reads nothing and draws nothing for as long as the suppressor is live. It is **not** released: it keeps its holders, its handles and every subscription, and resumes untouched when the suppressor goes. So a car stands down walking without ever finding, owning or releasing the walk map — and a menu stands down the whole game with one declaration. A map that declares no `group` belongs to one named after itself, so it collides with nothing and can still be named by something that wants to stand it down. Declaring neither field composes with everything. The drop frame runs on the tick a map stands down, so a stick held at that moment reports its neutral value once and whatever it drove stops rather than sticking. ## Dispatch `_advance(dt)` evaluates every live binding once per tick, across every device class it carries — a tablet with a keyboard attached and a desktop with a pad plugged in both answer to whichever the player actually used, rather than to a nominated primary. | Event | Fires | Cadence | |---|---|---| | `input` | Once while the binding is active with `(value, dt, true)`, and once more on the frame it goes inactive with the neutral value and `false` | Per engine frame | | `pressed` / `released` | A button's edges | Per engine frame | | `changed` | When the value differs from the previous tick | Per tick | `input` firing on the drop frame is what lets one handler both start and stop the motion it drives, without a second subscription to notice the release. A frame carries more than one tick whenever a host calls `Zin.tick` beside the tick the engine already runs, or fast-forwards several ticks to converge smoothing. Evaluation follows the tick, so the smoothing lands and `changed` reports each step of it. `input`, `pressed` and `released` are stamped with the engine frame they were reported for, so the frame carries one of each however many ticks ran in it. Both edge sources hold this frame's edge for as long as the frame lasts: the input snapshot's `pressed` flag, and `Zin.virtual`'s previous-frame button table. That is what a second reporting pass reads as another press. `Zin.scheme.fired`'s `count` is the number of engine frames a control was active since it last cleared, so a button held across two frames reads 2 for one press. The `pressed` / `released` subscriptions are what count edges. A binding that declares a `context` is live only while that context is on top, the same activity rule actions apply. An `axis1` / `axis2` control's own `deadzone`, `curve`, `invert` and `smoothing` are applied here, in that order, to the reading its classes produced — after `as` / `unitsPerSecond` / `scale` have brought every class into the control's unit, so one deadzone written in that unit covers the stick, the mouse and the finger together. A deadzone is per value on an `axis1` and **radial** on an `axis2`. The shaping maths is `Zin.utils`', shared with the axis registry. `smoothing` is the one piece of the four that is stateful: the value is held per control across frames and approaches whatever the devices report next over the declared time constant. A control that leaves its context, whose group stands down, or whose gate closes has a neutral target, so it drains rather than cutting — and reports its drop frame when it arrives. ## Validation happens before anything registers Activation reads every child binding, collects every fault across all of them, and raises once with the lot. A map with three broken bindings names all three rather than one per attempt, and a map that fails validation registers nothing — a half-live map is worse to debug than one that refused to come up. ## Exports - `M.activate(mapRef, label?) -> { [name]: Handle }` — activate a map, return its handles. `label` names this activation in `M.live()`. - `M.deactivate(mapRef) -> boolean` — release a claim on a map. - `M.live() -> { { guid, name, group, suppresses, suppressedBy, holders, heldBy, bindings } }` — every live map in activation order. What tells an author why two sticks are on screen, or why the controls they activated answer to nothing, or who is holding the map standing them down. - `M.bindings() -> { { map, group, name, label, kind, context, suppressedBy, subscribers, record } }` — every live binding in activation order. The touch overlay builds from this, so what is on screen is exactly what some awake component asked for and nothing is standing down. - `M.suppressed() -> { [group]: mapName }` — which groups are standing down and what put each one down. - `M.has(name) -> boolean` — whether a named control is live anywhere. - `M._advance(dt)` — one tick of dispatch; wired into `Zin.tick`. - `M._childBindings(mapRef) -> { ref }` — the map's `.inputBinding` children, in name order. - `M._reset()` — test-only: drop every live map without firing anything. Types: - `Handle = { onInput, onPressed, onReleased, onChanged, label, kind }` — a thin view over the binding asset's own event facade, so a subscription made through a handle is the same one `ref.events.input:connect` would make and ends the same way.
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# map A record-shaped map: `Zin.actions` / `Zin.axes` entries organized per device class (`kbm` | `gamepad` | `touch`) with single-parent `extends`, materialized into an EFFECTIVE map and applied as one binding set at a time. Backs `Zin.map`. An `.inputMap` asset with `.inputBinding` children is the map, and `Zin.scheme` is the live set: several maps are live at once and compose, each declaring the `group` its controls belong to and the groups it `suppresses` while live. `Zin.map.bake(name)` writes the map active here out as an `.inputMap` asset, with synthesis made explicit and editable. `man topics/input` covers the control model. Resolution order per action/axis and device class: 1. the map's own class bindings 2. the `extends` parent's (recursively) 3. synthesis from the `kbm` shape (touch class only) A vector `kbm` binding synthesizes a `touchStick`; a boolean `kbm` binding synthesizes a `touchButton`; a vector-shaped `mouseDelta` synthesizes a `touchDrag`; `scroll` synthesizes a `touchPinch`; an `axis`-kind `kbm` binding and a single-axis `mouseDelta` are left unsynthesized (ambiguous which touch shape to guess). A synthesized `touchButton` carries `priority = 100` — an authored `B.touchButton`'s default priority (50) always outranks synthesis on the touch-controls overlay, so a hand-tuned scheme's own layout hints win over whatever filled a gap automatically. A profile record (actions with `bindings`, axes with `binding`) is accepted anywhere a map record is — its bindings are treated as the `kbm` class. ## Activation and the `<axis>@<class>` convention `activate` flattens every class's bindings into each action/axis's single bindings list and applies it through `Zin.profile`, so any device fires the action. For axes — which evaluate exactly one binding — the primary slot is the first of `kbm` / `touch` / `gamepad` present; any OTHER class's binding registers as a class-suffixed sibling axis (`look` + `look@touch`). A consumer that wants both device values reads both names; a kbm-only world's primary axis (`Zin.axes.value("move")`) behaves identically whether or not a touch class exists. `Zin.profile.ensureActive("default")` delegates to `Zin.map.ensureActive()` when the resolved scheme is the builtin default, so it carries every device class rather than kbm alone. `Zin.map.ensureActive()` / `Zin.map.activate` win regardless of call order (`activate` re-registers the flattened profile under the same name and forces a reactivate). ## Exports - `M.materialize(record: any) -> effective map` — resolve `extends` + synthesize, without activating. - `M.activate(record: any) -> effective map` — materialize + apply as the live binding set (registers/activates a `Zin.profile`). - `M.effective() -> effective map?` — the active map's materialized form. - `M.activeName() -> string?` — the active map's name. - `M.bindingsFor(eff, name, class) -> bindings?` — one action/axis's bindings for one device class. - `M.ensureActive() -> effective map` — keep the current map, else activate `@builtin::inputMaps.default`. - `M.bake(name: string) -> AssetRef` — write the active effective map as a new `.inputMap` instance (`asset.create("inputMap", name, { record = ... })`). - `M.addTouchButton(actionName, buttonOpts, emitKey?) -> binding` — add a touchButton binding to an action's touch class on the live effective map (creating the action if absent) and re-activate. Used by `Zin.touchControls.button`. - `M.removeTouchButton(actionName, binding) -> boolean` — remove a binding added via `addTouchButton` and re-activate; drops the action entry once every class is empty. - `M._reset()` — test-only: clear active-map state. ## Usage ```luau local Zin = require("@builtin::modules.zinput") Zin.map.ensureActive() local eff = Zin.map.effective() print(eff.actions.jump.classes.touch ~= nil) -- synthesized or explicit -- Write the active scheme out as a control-asset map: Zin.map.bake("my_scheme") ```
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# 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.
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# 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.
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# 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.
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backing path · inputMaps/editor.inputMap

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