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asset⌬ modulemoduleprimary: init.luau·part ofassettype assetType.assetType·originates fromworld 07158574-5…

shared

The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour.

bylumi·posted 4d ago
What it does

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 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

ModuleReadsResponsibility
ref.moduleref, modulesBuilds 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.moduleonCreate, namePattern, validateBacks 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.
onRegister.moduleonRegisterFires an instance's once-only registration hook — on arrival, on world load, and for @builtin library instances.
changeDispatch.moduleonChange, onDelete, refShapesRoutes a VFS source write or a folder delete to the enclosing typed asset's type hooks.
refShapes.modulerefShapes, refPublishes what every AssetRef<category> answers to, so a member read on an asset-typed value is checked against that category's real surface.
events.moduleeventsThe per-asset event runtime behind ref.events.
instantiable.moduleref.instantiateThe 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.

Reaching it

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.

Interface

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

conforms to

zero/source-extract/v2

module AssetTypeRuntime The assetType runtime — the machinery that reads a type's `behavior.luau` and turns its declarations into live behaviour. require @builtin::assetTypes.assetType.shared about A `<typename>.assetType/behavior.luau` is a table of DECLARATIONS: `ref` methods, `modules` shared code, `events` schema, `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` hooks. Nothing in that table runs itself. This module is what runs it, and it lives inside `assetType.assetType/` because reading a type's declarations IS the assetType type's own behaviour — the same way `material.assetType` owns what a `.material` does. Seven sub-modules, one per stage of a type's life: | Field | Reads from `behavior.luau` | What it does | |---|---|---| | `ref` | `ref`, `modules` | Builds every `AssetRef` and dispatches per-type methods onto it. | | `create` | `onCreate`, `namePattern`, `validate` | Backs `asset.create` — scaffolds a new instance of a type. | | `onRegister` | `onRegister` | Fires an instance's once-only registration hook. | | `changeDispatch` | `onChange`, `onDelete`, `refShapes` | Routes a VFS write or delete to the enclosing asset's type. | | `refShapes` | `refShapes`, `ref` | Publishes each category's `ref:` surface to the checker. | | `events` | `events` | The per-asset event runtime `ref.events` reads. | | `instantiable` | `ref.instantiate` | The instantiation contract a type opts into — stands the root, applies the base placement opts, and shapes the return. | Fields resolve LAZILY. The prelude requires the sub-modules 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.

__index(self: ?, key: string) → void

argtypedescription
self?
keystring

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

28items
module · born here
asset
# asset_change_dispatch (module) Installs `_G.__zero_dispatch_asset_change`, the Luau half of the asset-type **change-callback** system. The engine calls it once per VFS source write (via `zero_scripting::ffi_callbacks::fire_asset_change_dispatch`, queued as `VfsMutation::AssetSourceWritten`). ## What it does 1. Receives the written VFS path. 2. Walks up the path to the enclosing `<name>.<type>/` typed-asset folder (deepest registered-type suffix wins, so the direct owner of the write is chosen for nested typed assets). 3. Loads that type's `<type>.assetType/behavior.luau` via `@builtin::assetTypes.assetType.shared.ref.loadTypeModule`. 4. If the module exports an `onChange` function, calls `onChange(ref, change)` where `ref` is the typed `AssetRef` for the changed asset and `change = { path, asset, type }`. This is the type-level analogue of the component-centric `onAssetReload(field)` fan-out: components react to assets they *reference*; an asset *type* reacts to writes inside its own *instances*. ## Re-entrancy A best-effort synchronous guard suppresses dispatch for an asset while its own `onChange` is running, so a handler that writes back inline doesn't recurse immediately. It does **not** span asynchronous work — writes queued during a synchronous `onChange` are processed on a later drain. `onChange` handlers must therefore be **convergent**: diff the meaningful state before acting and short-circuit when there's nothing to do (the `dynamicAsset` example only regenerates when the prompt actually changed and bails while a generation is in flight). Idempotency is the contract, exactly as it is for services' `start`/`stop`. ## Related - `@builtin::assetTypes.assetType.shared.ref` — owns `loadTypeModule` + the per-type `ref` method dispatch. - `assetTypes/assetType.assetType/template/behavior.luau` — the documented template that shows how to author `ref`, `global`, and `onChange`. - `assetTypes/dynamicAsset.assetType` — the reference type that uses `onChange` for prompt-driven regeneration with version control.
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module · born here
asset
# asset_create `asset.create` — the single, generic "instance a new asset of an existing type" API. The same entry point scripts and agents use; there is deliberately no tool wrapper, because agents author in Luau and call `asset.create(...)` directly. ```lua local inst = asset.create("material", "my_metal", { base_color = { 0.8, 0.7, 0.2 } }) -- → AssetRef: inst.path == "/zero/source/my_metal.material", inst.guid, plus the -- material type's ref methods. ``` `asset.create` makes a new *instance of an already-registered type* by running that type's `onCreate(name, opts)` behaviour hook (declared in its `behavior.luau`) and writing the produced files to `/zero/source/<name>.<typeName>/` — the one authored location, in every mode. While play runs, the play-mode write lock takes that write onto the **play shadow**: live in the session, disk source untouched, listed by `vfs.playShadowPaths()`, and promoted or discarded on a guarded play-exit. The asset created in play therefore carries the same identity, path and `require` spelling it has in edit, and the session decides whether it stays. A create whose output the world **reproduces** on every load — one made from a component or a scene entrypoint — writes to the copy-on-write runtime store at `/zero/runtime/assets/<identity>.<typeName>/` instead, so the code that rebuilds it each load is its only source and the saved manifest never carries a second copy. ## Placement Four `opts` keys are consumed by the framework before the type's `onCreate` hook runs, and steer where the instance lands: | Key | Effect | |-----|--------| | `folder` | A relative subfolder under the source root: `/zero/source/<folder>/<name>.<typeName>/`. Groups a generator's output instead of accumulating it at the source root. | | `into` | A resolved container ref (`.toolbox` / `.package`) to author INSIDE — lands at `<container>/<name>.<typeName>/` and registers as a member. Edit-mode only. | | `dest` | An absolute destination path, owned by the caller (an importer building a `<name>.bundle/`). | | `overwrite` | Re-author an existing destination in place, keeping its `.meta` guid so every reference stays valid. | The `name` is always the asset's bare identity — the path goes in `folder`: ```lua local rock = asset.create("mesh", "rock", { positions = p, indices = i, folder = "terrain/props" }) -- → rock.path == "/zero/source/terrain/props/rock.mesh" ``` `dest` and `into` both take precedence over `folder`. `folder` decides the asset's identity, so it applies in every context: the runtime store is flat and spells that identity in one folder name. ```lua -- the same call from a component's awake() -- → rock.path == "/zero/runtime/assets/terrain.props.rock.mesh" -- → rock.identity == "terrain.props.rock", as it is from an execute ``` Types without an `onCreate` hook fall back to cloning their verbatim `template/` skeleton to the same destination, so `create` works for every type. Returns the created asset's `AssetRef` (`.path` / `.guid` plus the type's ref methods — the same interned instance `asset.resolve` returns) on success and raises (via `error`) on bad arguments or a failing `onCreate`. Installed onto the FFI `asset` namespace by the prelude (`M.installInto(asset)`). See `docs/specs/runtime-asset-copying.md`.
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module · born here
asset
# asset_events Per-asset runtime for declared asset events. An assetType's `behavior.luau` declares an `events` schema the same way a component declares one; this module turns that schema into the live objects an asset's ref fires and listens on. ## Three faces, one Signal — keyed by the asset The construction is `component_events`': one `Signal` per declared event, reachable through a private fire-capable table, an owner-side emitter the type's own behavior fires with, and a subscribe-only facade every other holder of the ref sees. The facade exposes `connect` / `once` / `wait` and has no `fire` at any key, so firing authority stays with the type. What differs is the owner. A component event belongs to one instance on one entity; an asset event belongs to the **asset**, so the runtime is keyed by the asset's stable guid. Every resolver of that guid subscribes to the same Signals, and a ref that is reclaimed and re-resolved re-attaches to the subscriptions already there — the same reason `asset_ref`'s `runtime` table is guid-keyed rather than stored on the envelope. Both tables reject an undeclared event name: the private table's metatable raises on a bad key and the facade raises on a bad key, so a typo surfaces at the subscribe call instead of returning nil. ## Declaring events on a type ```lua -- <name>.assetType/behavior.luau local M = {} M.events = { changed = { payload = { value = Field.number(0, NoSync) } }, } M.ref = { poke = function(self) local emitter = require("@builtin::assetTypes.assetType.shared.events").emitter(self.guid) if emitter ~= nil then emitter.changed:fire({ value = 1 }) end end, } return M ``` ```lua -- any holder of the ref local ref = asset.resolve("@builtin::…") ref.events.changed:connect(function(p) print(p.value) end) ``` ## Exports - `M.forAsset(guid, eventSchema)` — the runtime for one guid, built on first use and reused after. A later call with a different schema reconciles: surviving events keep their Signal and their subscribers, new events get a fresh one, removed events are disconnected and dropped. - `M.facade(guid)` — the subscribe-only view, or nil before a runtime exists. - `M.emitter(guid)` — the owner-side `:fire` view, or nil before a runtime exists. - `M.has(guid)` — whether a guid holds a live runtime. - `M.teardown(guid)` — drop one asset's runtime, disconnecting subscribers. - `M.teardownAll()` — drop every runtime. Called on an engine mode flip so a play-mode subscription does not survive into edit. - `M.liveGuids()` — every guid holding a runtime, sorted. ## Notes - Subscriptions made through the facade are ordinary `signal.module` connections and disconnect the same way any other does. - The runtimes table is held strongly, and its lifetime is bounded by the mode flip that clears it.
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module · born here
asset
# scene_instantiable (module) The instantiation contract's shared implementation. An asset type opts into scene instantiation by defining `instantiate(self, target?, opts?)` on its behaviour `ref` table; this module carries the parts that mean the same thing for every type, so a caller writes ONE piece of code against all of them. ```lua local root, idMap = ref:instantiate(target?, opts?) ``` ## The contract **IN — the base opts.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type like a bundle, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` place that root and mean the same for every type. `rotation` takes three numbers as pitch/yaw/roll in DEGREES, or four as a quaternion. A type may honour more opts of its own — `params` for a type built from declared inputs, `idMap` / `diff` / `sourceTag` for the bundle override contract — and says so in its own `instantiate` docs. **OUT — the two returned values.** Every type returns the same pair: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: the root and everything the type built under it are live the moment the call returns, so a caller can parent to it, read its components and hand it on in the same statement. There is no frame to wait for and no callback. - **`idMap`** — the `originalId -> runtimeId` map naming what the composition spawned, `{}` for a type with no addressable children. **Never nil.** A component that re-composes the asset on every load (`Asset`) keeps this map and passes it back in, which is how a cross-entity reference into the composition — `SkinnedModel.skeletonRoot` pointing at a bone — survives a reload. The return is enforced, not merely described: `AssetRef` dispatches every `ref:instantiate(...)` through `result` on the way out, whether or not the type called it. A type that returns something else fails at its own call rather than handing its caller a nil root or a map that is sometimes absent. ## Exports - `M.root(self, target?, opts?) -> root` — stand the root entity for a type that spawns one: parented to `target`, born temporary when `opts.temporary`, named `opts.name` else the asset's own name, placed. - `M.place(root, opts?) -> root` — apply the placement opts to a root the type already has (the adopt path: a bundle exploding onto its target, a sceneModule reconciling under one). - `M.result(self, root, idMap?) -> (root, idMap)` — return through the contract. Checks `root` is a live entity ref, normalises a missing map to `{}`, and errors naming the asset type when either is something else. - `M.isOwned(opts?) -> boolean` — whether a component drives this call. The `Asset` / `SceneModule` components tag their own calls with `sourceTag`; they hold the reference and re-compose on every load. An untagged call came straight from `ref:instantiate(...)` and has no such owner. - `M.own(root, self, idMap?) -> root` — hand an already-composed root to an `Asset` component pointing at `self`, so the reference and its map persist and the composition is rebuilt on the next load. The component adopts the live composition rather than building a second one. - `M.check(value, constraint) -> ok, reason?` — the `sceneInstantiable` field-constraint validator, also registered under that kind on load. ## The field constraint `Field.instantiableRef` emits `constraint = { kind = "sceneInstantiable" }`, and this module registers the validator for it on load. Given a written value: 1. `nil` passes — the field is optional (no asset assigned). 2. Reads the value's identity — a bare string, or a table's `__ref` / `guid` / `identity` / `name`. 3. Resolves it (`asset.resolve(identity)` — any category) and asks the resolved ref `ref:canInstantiate()`: true iff the asset's type defines an `instantiate` method. This is what lets `Field.instantiableRef` accept by CAPABILITY rather than a hardcoded type list — a new scene-instantiable asset type is accepted the moment it defines the hook, with no edit to the field or its consumers.
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module · born here
asset
# asset_on_register Drives the optional `onRegister(self)` assetType lifecycle hook — the surface that lets an asset instance run code exactly once when it first registers, operating on the per-instance ref (`self`). This is what makes "write an asset into the world → it takes effect live, no restart" work for content that registers into a runtime registry (editor panels, and anything else that opts in). A type opts in by exporting `onRegister` from its `behavior.luau`. The hook fires exactly once per instance: - On `engine.onWorldLoaded` — a batched sweep over every world instance of every type that implements `onRegister`, yielding every 32 instances so a large instance count never stalls a frame. The @builtin library (`/zero/source/libs/`) is excluded. - On live `asset.create` — the create path calls `M.fireFor(ref)` on the freshly-created instance. A per-VM once-guard keyed by the instance's VFS path ensures the two triggers can't double-register the same instance. ## Exports - `M.fireFor(ref, onRegisterFn?) -> boolean` — fire one instance's `onRegister(self)` hook exactly once. Resolves the type's hook from `ref.type` when `onRegisterFn` isn't supplied. Idempotent: a second call on the same instance is a no-op. Returns true if the hook fired this call. - `M.sweep()` — batched sweep: fire `onRegister` once for every world instance of every registered type that implements it. Yields, so it must run inside a task. Safe to call repeatedly. - `M.install()` — install the world-loaded sweep. Idempotent. Runs the sweep on a system task so it ticks through pause and never blocks the caller.
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module · born here
asset
# 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.
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# asset_ref_shapes Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against the category's own surface. An asset category's per-instance surface is authored: a `<name>.assetType/behavior.luau` declares `M.ref = { ... }`, and each category declares its own. The members an `AssetRef<inputMap>` carries are therefore knowable only to `inputMap` itself — no fixed set of types covers the ones a world defines, and the checker has no way to guess them. This module reads each registered category's `M.ref` table from its source (never executing it), renders it as a Luau table type, and hands the set to the engine. From there a `ref:method(...)` on an asset-typed value resolves against the category's real surface: a name it does not carry is reported along with the ones it does. ## Results shaped by the asset Some results are shaped by the asset rather than by its category — `inputMapRef:activate()` answers one handle per binding THAT map declares, a set that is authored and differs per map. A category states those by declaring `refShapes`, and this module asks it once per instance and publishes the answers keyed by asset identity. `types/assetType` documents the authoring side. ## When it publishes Publishing is driven by use: every entry point that produces diagnostics calls `ensure`, which is a no-op once the set is current. A world load, a write inside a type definition, and a write inside any asset whose container computes shapes each mark it stale, so the cost lands on the next check and only if one comes. The sweep is complete and replaces what was published before, so a category whose type is removed stops being published. ## Reading what the checker believes From a call site, a type that is correct and one that was never published are the same absence of a diagnostic. `published()` tells them apart: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.inputMap --> "{ activate: () -> any, controls: () -> { any }, ... }" shapes.returns["@builtin::inputMaps.default"].activate --> "{ crouch: Handle, interact: Handle, jump: Handle, ... }" ```
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# validate Pure validator for `asset.create` opts — checks a creation `opts` table against the schema produced by `asset.createSchema(typeName)`. Schema in, validated opts (or a teaching error string) out. Consumed by `asset.create`, which calls `M.validate` before forwarding opts to the type's `onCreate`. No FFI, no VFS. Errors are teaching errors: they state what was wrong at which path (`opts.cfg.size`), what was expected, and then render the full creation-parameter contract so the caller can fix the call without reading the type's `behavior.luau`. Unknown parameter names get an edit-distance "did you mean" suggestion. ## Types - `ValidatorShape` — `{ kind, literals?, item?, members?, fields?, indexer? }`, the recursive shape encoding. - `ValidatorParam` — `{ name, shape?, optional?, default?, desc? }`. - `ValidatorSchema` — `{ kind, desc?, example?, open?, error?, params?, indexer? }`. ## Exports - `M.validate(schema, opts?) -> (validatedOpts?, err?)` — validate and default-fill an `opts` table against an `asset.createSchema` result. Returns `(validatedOpts, nil)` on success (a new table for `schema`-kind schemas) or `(nil, err)` where `err` is a bare teaching error string. The caller owns presentation. Handles the `legacy`, `error`, `none`, and `schema` schema kinds. - `M.shapeName(shape) -> string` — render a single parameter shape (literal unions as `"png" | "jpg"`, arrays as `{ T }`, tables as `table`, primitives as their kind, nil/malformed as `any`). Used by `asset.describe`. - `M.renderContract(schema) -> string` — render a schema's creation-parameter contract as one aligned line per parameter, with an `[extra keys]` line for open schemas. ## Usage ```luau local V = require("@builtin::modules.api.engine.asset.create.validate") local out, err = V.validate(schema, { bytes = png }) if err then error("asset.create: " .. err) end ```
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backing path · assetTypes/assetType.assetType/shared.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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did it work as advertised
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authoring polish + cohesion
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frame & memory budget held
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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