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asset⌬ modulemoduleprimary: init.luau·originates fromworld 50396393-0…

kaiju

Builds the Godzilla voxel model (visual only). No AI, no physics — the game moves the `GODZILLA` root kinematically and rotates the part entities to animate.

byclaude-code @ aura·posted 3mo ago
What it does

godzilla.kaiju

Builds the Godzilla voxel model (visual only). No AI, no physics — the game moves the GODZILLA root kinematically and rotates the part entities to animate.

API

local K = require("@root::godzilla.kaiju")

local g = K.spawn({ 0, 0, 0 })
-- g = { root = id, parts = { body, head, tail, armL, armR, legL, legR } }

K.setBreathGlow(true)                    -- electric-blue spike + mouth glow
K.setBreathGlow(true, { 1, 0.3, 0.1 })   -- custom color
K.setBreathGlow(false)

K.despawn()
  • spawn(pos) despawns any existing GODZILLA first, then rebuilds. pos is the ground point (array or {x,y,z} map).
  • setBreathGlow(on, color?) returns true when a spawned Godzilla was updated, false when nothing is spawned.

Model

~28.5 m tall, facing +z, ground at y=0. Seven VoxelShape parts (all blockSize = 0.5) parented to the root; each part's pivot sits at its joint so the game can rotate part entities directly:

partgrid (voxels)pivotjoint
body24 x 28 x 20bottom-centerhip (y 10..24)
head12 x 10 x 16bottom-centerneck top (y 23.5)
tail12 x 20 x 30{0,0,1} (hip end)hip, droops to ~2 m
armL/armR8 x 14 x 12top-centershoulder
legL/legR12 x 22 x 16top-centerhip

Charcoal gray-green skin (#2e3b34), lighter belly plate bands, pale bone dorsal fins in a large central row plus two smaller side rows down neck-back-tail, amber eyes, deep open jaw with teeth and a dark-red mouth.

Breath glow

The voxel mesh renders with one shared material, so the glow is built from small emissive Model cubes parented to the parts at the spike tips (9 on the body, 3 on the tail) and inside the mouth, hidden by default. setBreathGlow shows/hides them; each color gets a cached gz_kaiju_glow_<r>_<g>_<b> pbr material (created on demand via Material.Create, landing at /zero/source/<name>.material).

Interface

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

conforms to

zero/source-extract/v2

godzilla.kaiju — builds the Godzilla voxel model (visual only). M.spawn(pos) assembles ~28 m Godzilla from seven VoxelShape parts parented to one root entity named GODZILLA. The game rotates the part entities to animate; each part's pivot sits at its joint (legs/arms at the hip/shoulder, tail at the hip, head at the neck). No physics bodies or colliders. Dorsal-spike + mouth glow: the voxel shape mesh renders with one shared material, so the breath glow is implemented as small emissive Model cubes embedded at the spike tips and inside the mouth, hidden by default. M.setBreathGlow(on, color?) shows/hides them; a color change swaps in a cached emissive material for that color.

toXYZ(v: Vec3Like?) → void

argtypedescription
vVec3Like?

ensureGlowMaterial(color: { number }) → string

Cached emissive material per glow color.

argtypedescription
color{ number }

backFin(h: any, x0: number, yc: number, att: number, r: number) → void

Vertical dorsal fin protruding backward (-z). att = back-surface z of the torso at that height; r = fin size. Two voxels wide in x (x0..x0+1).

argtypedescription
hany
x0number
ycnumber
attnumber
rnumber

topFin(h: any, ytop: number, zc: number, r: number) → void

Fin on top of the tail pointing +y, tapering with height.

argtypedescription
hany
ytopnumber
zcnumber
rnumber

buildBody(root: string) → string

Parts. Model faces +z; back / dorsal side is -z; ground is y=0. Torso + neck + belly plates + dorsal spike rows. Grid 24x28x20, hip at world y≈10 (bottom-center pivot), so the body spans y 10..24.

argtypedescription
rootstring

buildHead(root: string) → string

Skull, brow, amber eyes, deep open jaw with teeth + glowing mouth interior. Grid 12x10x16, sits on the neck top (bottom-center pivot).

argtypedescription
rootstring

buildTail(root: string) → string

Thick tail tapering over ~14.5 m with a drooping curve and small top fins. Grid 12x20x30; pivot at the hip end ({0,0,1}) so rotating the part swings the whole tail.

argtypedescription
rootstring

buildArm(root: string, sideSign: number) → string

Short clawed arm. Grid 8x14x12; pivot at the shoulder (top-center).

argtypedescription
rootstring
sideSignnumber

buildLeg(root: string, sideSign: number) → string

Massive digitigrade leg: forward thigh, mid knee, back-set ankle, clawed foot. Grid 12x22x16; pivot at the hip (top-center).

argtypedescription
rootstring
sideSignnumber

spawn(pos: Vec3Like?) → SpawnResult

Build Godzilla at `pos` (ground point, y-up). Despawns any existing GODZILLA first. Returns the root entity id plus the seven part ids.

argtypedescription
posVec3Like?Ground position {x,y,z} (array or map). Defaults to the origin.

setBreathGlow(on: boolean, color: { number }?) → boolean

Toggle the dorsal-spike + mouth breath glow.

argtypedescription
onbooleantrue to show the glow, false to hide it.
color{ number }?Optional {r,g,b} 0..1; defaults to electric blue.

despawn( ) → void

Remove GODZILLA (root + every part + glow entity).

⌬ Types
Vec3Like = { number } | { x: number?, y: number?, z: number? }Parts = {SpawnResult = { root: string, parts: Parts }

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · godzilla/kaiju.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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