# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Error Text
A 3D "ERROR" text model used as the visible fallback when an asset fails to
load — spawned in place of missing geometry so a broken reference is obvious
in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into
this bundle (mesh + material + texture + entity template).
## Composition
- Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy.
- Carries the extruded "ERROR" letter mesh, its material, and texture as
private subassets.
## Usage
Spawned automatically by the engine as the placeholder for an unresolved
asset; can also be spawned directly to test the fallback path.
# 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.
# mesh
A mesh is renderable geometry — vertices and triangle indices, and, for a skinned
mesh, the per-vertex skinning data that binds it to a skeleton. A component that
draws geometry references a mesh, and the renderer binds the mesh's GPU resource
for that entity.
> New to how a mesh exists as an asset, as CPU-side vertex data, and as a live
> GPU resource (and how `renderer.mesh.*` moves between them)? Read
> `core/resource-model` first.
Geometry is stored in `data.zmsh`; the GPU resource is keyed by
the asset's guid.
## Create
`asset.create("mesh", name, opts)` writes the geometry and registers the mesh.
`opts` is raw geometry — flat arrays; `positions` and `indices` are required,
`normals` and `uvs` optional:
```luau
asset.create("mesh", "tri", {
positions = { 0,0,0, 1,0,0, 0,1,0 }, -- [x,y,z, ...] (required)
indices = { 0, 1, 2 }, -- [i0,i1,i2, ...] (required, 0-based)
normals = { 0,0,1, 0,0,1, 0,0,1 }, -- [x,y,z, ...] (optional)
uvs = { 0,0, 1,0, 0,1 }, -- [u,v, ...] (optional)
})
```
The full authorable geometry, all flat arrays unless noted:
| Field | Shape | Notes |
|---|---|---|
| `positions` | `[x,y,z, ...]` | required |
| `indices` | `[i0,i1,i2, ...]` | required; 0-based, counter-clockwise for the front face (see Conventions) |
| `normals` | `[x,y,z, ...]` | optional; the surface's outward direction |
| `uvs` | `[u,v, ...]` | texture UVs, optional; `(0,0)` is the image's top-left |
| `colors` | `[r,g,b,a, ...]` | optional |
| `tangents` | `[x,y,z,w, ...]` | optional (`w` = handedness) |
| `uvs1` | `[u,v, ...]` | the lightmap UV set, optional |
| `unwrapUvs` | boolean | generate `uvs1` when it is absent |
| `skinning` | `{ joints, weights }` | per-vertex skin binding (four each per vertex) |
| `skins` | array of skin tables | the skeleton (see `renderer.mesh.decode` for the shape) |
| `morphTargets` | array of `{ name?, positions, normals? }` | the shapes the mesh blends towards, each a per-vertex displacement |
`encode` / `decode` round-trip every one of these, so a **skinned** mesh can be
built in engine, not only imported. Pass `unwrapUvs = true` to generate a lightmap
UV set at creation time.
## Conventions
Geometry is read against these whether it arrived through `asset.create`,
`renderer.mesh.create`, or an importer.
| Convention | How the engine reads the geometry |
|---|---|
| Index base | `indices` count vertices from **0** — index `0` is the first `positions` triple. The Luau array carrying them is 1-based like any other, so `indices[1]` is the first triangle's first index, and vertex `v` has its x at `positions[v * 3 + 1]`. |
| Triangle winding | A triangle's **front** face is the one whose three vertices turn **counter-clockwise** as the viewer sees them. Put another way, `cross(v1 - v0, v2 - v0)` points out of the front face. |
| Back faces | A material culls its back faces by default, so a triangle turned away from the camera draws nothing where it stands and whatever is behind it shows through. |
| Normals | `normals` give the surface its outward direction and shade the face. Which side of a triangle draws comes from the index order alone, so a normal pointing away from the side the winding draws leaves that face standing and shades it as if the light were behind it. |
| UVs | `(0, 0)` samples the first texel of an image — its top-left corner — and `v` grows downward through it. |
| Axes | Model space carries the world's basis: `+X` right, `+Y` up, and `-Z` the direction an entity's `transform.forward` points. |
Winding is what the author states: the inward faces of a room and a sky shell
seen from inside are geometry meant to be wound the other way, and `asset.create`
writes the index order it is handed. Two levers turn a face around:
```luau
indices = { 0, 2, 1 } -- the same three vertices, reversed
asset.create("material", "two_sided", { -- or keep the order and draw both sides
shader = "@builtin::shaders.pbr", render = { cull = "none" },
})
```
`cull = "front"` draws the far side by itself, which is what an inverted-hull
outline is built on, and `"back"` is the default. `.shader` documents the whole
`render` block a material's `mat.yaml` carries.
A mesh states which way its own triangles face, so the question is answerable
off the geometry — every triangle whose cross product agrees with the normal it
carries is wound to draw the side that normal points at:
```luau
local cpu = meshRef:load()
local g = cpu:geometry()
local function facesOutward(t: number): boolean -- t counts triangles from 0
local i = { g.indices[t * 3 + 1], g.indices[t * 3 + 2], g.indices[t * 3 + 3] }
local function p(k: number, c: number): number return g.positions[i[k] * 3 + c] end
local ax, ay, az = p(2,1) - p(1,1), p(2,2) - p(1,2), p(2,3) - p(1,3)
local bx, by, bz = p(3,1) - p(1,1), p(3,2) - p(1,2), p(3,3) - p(1,3)
local cx, cy, cz = ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx
local n = i[1] * 3
return cx * g.normals[n+1] + cy * g.normals[n+2] + cz * g.normals[n+3] > 0
end
local inward = 0
for t = 0, #g.indices // 3 - 1 do
if not facesOutward(t) then inward += 1 end
end
cpu:unload()
```
## Built-in primitive meshes
The engine ships blockout geometry every world references by bare name
(`{ model = "cube" }`). Each one is centred on its local origin, so an entity's
`scale` reads directly as the size the mesh covers in the world:
| Mesh | Extent (x, y, z) | Local AABB |
|---|---|---|
| `cube` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `sphere` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `cylinder` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `cone` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `octahedron` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `rounded_box` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` |
| `capsule` | 0.5 x 1 x 0.5 | `-0.25, -0.5, -0.25` .. `0.25, 0.5, 0.25` |
| `torus` | 1 x 0.3 x 1 | `-0.5, -0.15, -0.5` .. `0.5, 0.15, 0.5` |
| `plane` | 1 x 0 x 1 | `-0.5, 0, -0.5` .. `0.5, 0, 0.5` |
| `ground_quad` | 1 x 0.1 x 1 | `-0.5, -0.05, -0.5` .. `0.5, 0.05, 0.5` |
| `ground_hex` | 1.732 x 0.1 x 2 | `-0.866, -0.05, -1` .. `0.866, 0.05, 1` |
| `shader_ball` | 0.933 x 1 x 0.933 | `-0.467, -0.5, -0.467` .. `0.467, 0.5, 0.467` |
`plane` is a flat quad in the XZ plane, so it has no vertical extent at all and
scaling it on Y moves nothing. `meshRef:load():getBounds()` reads the same
numbers back off any mesh, built-in or authored.
## Put a mesh on an entity
A component draws a mesh through a `resource("mesh")` field, which accepts the mesh
**by name, by ref, or as a `MeshHandle`** — the component resolves whatever you give
it. The builtin `Model` and `SkinnedModel` both expose a `model` field:
```luau
entity.find("box").component.add("Model", { model = "tri" }) -- by name
entity.find("box").component.add("Model", { model = asset.ref("tri") }) -- by ref
entity.find("box").component.add("Model", { model = meshHandle }) -- a MeshHandle (below)
```
## Runtime mesh — no asset
Build geometry straight onto the GPU and render it without creating an asset. The
`resource("mesh")` field takes the returned `MeshHandle` directly:
```luau
local h = renderer.mesh.create({ positions = {0,0,0, 1,0,0, 0,1,0}, indices = {0,1,2} })
entity.find("box").component.add("Model", { model = h })
```
Its geometry reads back off the handle. `renderer.mesh.geometry(mesh)` returns the
same flat-array `MeshGeometry` `create` takes, carrying every stream the mesh has —
so a runtime mesh can be inspected, edited, and rebuilt without ever becoming an
asset:
```luau
local geom = renderer.mesh.geometry(h) -- { positions, indices, tangents?, ... }
geom.positions[1] = 0.5
local h2 = renderer.mesh.create(geom)
```
An optional stream is present only when the mesh carries one, so `geom.tangents`
answers whether the mesh has a tangent basis and `geom.uvs1` whether it has a
second UV set.
## Read geometry — `meshRef:load()`
`:load()` decodes `data.zmsh` into the CPU store and returns a CPU handle carrying
`vertexCount` / `indexCount`:
| Method | Returns |
|---|---|
| `cpu:getVertices()` | array of `{ pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }`, one per vertex |
| `cpu:getTriangles()` | array of `{ v1, v2, v3 }`, each a full vertex (the shape above) |
| `cpu:getBounds()` | `{ min = {x,y,z}, max = {x,y,z} }` — the local-space AABB |
| `cpu:geometry()` | the complete `MeshGeometry` — flat arrays, every stream the mesh carries |
| `cpu:encode()` | the `data.zmsh` bytes |
| `cpu:unload()` | drop this guid's CPU copy |
```luau
local cpu = meshRef:load()
local v = cpu:getVertices()[1] -- { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }
local aabb = cpu:getBounds()
cpu:unload()
```
By default the CPU copy is transient (decode → read → `unload`). Set `keepCpu` to
keep it resident — see Settings.
## Write geometry back — `meshRef.primary`
The inverse of reading: encode a `MeshGeometry` and write it to the asset's
primary content file. The assetType picks the write up and re-uploads the live
GPU mesh, so the change shows without a reload:
```luau
local geom = renderer.mesh.geometry(meshRef)
geom.tangents = computeTangents(geom) -- add a stream it did not carry
vfs.write(meshRef.primary, renderer.mesh.encode(geom), { overwrite = true })
```
`meshRef.primary` is the asset's `data.zmsh` path. This is the route for a
stream with no setting of its own; `keepCpu` + `meshRef:setVertices` moves
positions in place, and `lightmapUvs` regenerates the second UV set (both
below).
## GPU handle — `meshRef:handle()`
`:handle()` uploads the geometry (Disk → CPU → GPU) and returns a `MeshHandle`,
cached on the asset so every consumer shares ONE GPU entry. A component does this
for you when you pass it the mesh; call it directly only for the runtime/low-level
path.
## Settings — `meshRef:settings()` / `meshRef:setSettings(patch)`
A mesh's settings are declared in `settings.luau` and live in `settings.yaml`
(or, for content published before it existed, a legacy `.metadata` block).
`:settings()` returns them with every declared default filled in.
`:setSettings(patch)` writes any subset — sibling settings are preserved, and
a patch that fails the schema is refused, naming the field and why.
| Setting | Type | Default | Meaning |
|---|---|---|---|
| `keepCpu` | boolean | `false` | Keep the CPU geometry copy resident — for an in-use mesh — so geometry can be read repeatedly without re-loading. |
| `lightmapUvs` | string | `"keep"` | The mesh's second (lightmap) UV set. `"keep"` leaves the stored geometry's set as-is; `"generate"` unwraps a fresh non-overlapping set; `"none"` strips it. See below. |
| `clusterLod` | boolean | `true` | How deep the cluster set is built. Every static mesh draws through clusters, from the frame it materialises (its `lod0` set) until its bake lands. `true` (default) builds the LOD hierarchy; `false` builds one level, drawn at full detail. |
```luau
local s = meshRef:settings() -- { keepCpu = false }
meshRef:setSettings({ keepCpu = true })
```
`keepCpu` is an active lifecycle control, and only ever holds geometry for a mesh
that is **in use** (GPU-resident):
- Setting it **on** while the mesh is in use loads the CPU copy immediately.
- Setting it **on** for a mesh that is **not** in use loads nothing — the copy is
retained the next time the mesh is materialised, so an unused mesh is never
pinned in memory.
- Setting it **off** drops a resident CPU copy (the renderer keeps drawing from
the GPU).
`clusterLod` is the same kind of lifecycle control, for the depth of the
cluster set rather than the CPU copy:
- Setting it **off** on a mesh in use rebakes it as one level of clusters
(`single`), drawn at full detail.
- Setting it **on** on a mesh in use rebakes the LOD hierarchy (`dag`).
- A mesh that is not in use bakes at the depth the setting asks for when it
next materialises.
Acting on either setting for a mesh in use can read the mesh's stored geometry,
and where the geometry is fetched on first read that read spans frames.
`meshRef:settingsPending()` answers whether one is still in flight; once it
answers `false`, every settings change made so far has reached the mesh.
### Second UV set (`lightmapUvs`)
A mesh can carry a **second**, independent UV set (`uv1`) alongside its texture UVs
(`uv`) — a distinct per-vertex channel, non-overlapping where the texture UVs tile
and reuse charts. `lightmapUvs` controls whether the stored geometry keeps one,
generates one, or drops it:
| Value | Effect |
|---|---|
| `"keep"` | Leave the stored geometry's `uv1` as-is (the default). |
| `"generate"` | Unwrap a fresh non-overlapping `uv1` (near-planar charts packed into `[0,1]` with gutters). |
| `"none"` | Strip the `uv1` set. |
```luau
meshRef:setSettings({ lightmapUvs = "generate" })
```
Changing the setting reprocesses the asset's geometry in **edit** mode; a change in
play mode never rewrites the source. The reprocess round-trips the geometry through
the codec, so positions, normals, tangents, skinning, and the skeleton are preserved
— only the `uv1` set changes. A runtime mesh carries `uv1` the same way: pass `uvs1`
(or `unwrapUvs = true`) to `renderer.mesh.create`.
## Read vertices — `meshRef:getVertices()`
With `keepCpu` on for an in-use mesh, read its vertices straight from the resident
CPU copy:
```luau
meshRef:setSettings({ keepCpu = true }) -- on an in-use mesh
local verts = meshRef:getVertices() -- { { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }, ... }
```
If the CPU copy isn't resident — `keepCpu` is off, or the mesh isn't in use — it
errors loudly, naming the reason and the remedy, rather than silently loading a
throwaway copy:
```
mesh:getVertices: cannot read vertices — keepCpu is off, so no CPU copy is kept.
Turn on CPU retention for an in-use mesh first: meshRef:setSettings({ keepCpu = true }).
```
## Morph targets — `meshRef:morphTargets()`
A mesh can carry morph targets: shapes it blends towards, each a per-vertex
displacement from the base geometry. Every target carries the name it was
authored under, and an imported model keeps the one its source file gave its
blend shapes, so content addresses a shape as the thing it means rather than as
the ordinal it happened to import at.
```luau
for i, name in meshRef:morphTargets() do print(i, name) end -- 1 Eyes_Blink
```
An entity blends them with `ecs.MorphWeights`, weight `i` driving target `i`.
`renderer.mesh.morphWeights(mesh, { Eyes_Blink = 1 })` builds that ordered array
from weights named by shape — shapes left out sit at 0, and an unknown name
errors listing the ones the mesh carries.
## Discovery
| Call | Shows |
|---|---|
| `asset.list("mesh")` | every registered mesh |
| `asset.inspect("<name>")` | a text report about the mesh (metadata, source, status) |
| `meshRef:settings()` | the resolved settings |
| `meshRef:settingsPending()` | whether a settings change is still reading the stored geometry |
| `meshRef:morphTargets()` | the shapes it blends towards, named, in target order |
For the on-disk shape of a mesh asset, run `asset.inspect("<name>")` or read the
type's `type.yaml` — those are the live source of truth.
## Related
- `renderer.mesh.*` — the GPU/CPU resource layer (`create` a runtime GPU mesh,
`encode`/`decode` the `ZMSH` payload, `readback` GPU → CPU). `:load`/`:handle`
wrap it; see `man renderer`.
- `.material` + `.shader` — what shades the geometry.
- `.bundle` — container assets that carry `.mesh` interiors.
## In the Inspector
Selecting a mesh opens its **Geometry** section, after the asset's identity and before its Settings. It reports what `data.zmsh` holds, decoded once per payload version: vertices, triangles, the bounds and their size, the vertex streams beyond positions (normals, uvs, uvs1, colors, tangents, skinning), and, when the mesh has them, its skin joints and morph targets. While the renderer holds the mesh's cluster hierarchy, the section also reports its cluster and level counts. A payload is one index stream, so the section names no submeshes. A mesh folder with no `data.zmsh` says so.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Bundle (asset type)
A bundle is a composable, spawnable entity assembly— a saved entity
hierarchy plus its components, sub-assets (meshes, textures,
animations, materials, sub-bundles), and any nested data, packaged
into a single addressable identity. Bundles are the engine's "prefab"
primitive.
There are **two ways** to bring a bundle into a scene — and the
difference matters enormously for scene saving and live editing. See
"How to spawn" below before you write anything.
If you want one snapshot of a whole world / level, use a `.scene`.
## Where it lives
- Source: `/zero/source/.../<Name>.bundle/`
- Identity: `<Name>` (the `.bundle` suffix strips for use in
identities, but the on-disk folder keeps the suffix).
- Folder shape (container type — open child set):
- `entity_template` — JSON of the entity hierarchy + components.
**Required.**
- `preview.png` — a rendered still of the assembled hierarchy, the
bundle's persisted visual description. **Required.** Rendered when
the bundle is staged (`zm add`) with its preview missing or stale,
and by `generatePreviews`; it syncs, publishes, feeds image-based
search, and gives browsers a thumbnail.
- Anything else: meshes / textures / materials / animations /
sub-bundles. Validator allows arbitrary additional files
(`allow_unlisted: true`).
## How to create one
Two paths, depending on whether you have an in-scene hierarchy or are
authoring from scratch:
```luau
-- From an existing in-scene entity: composes the given entity tree into a bundle.
local bundle = asset.create("bundle", "<Name>",<entityProxy/id>)
-- Or scaffold an empty bundle, then update it from an entity:
local bundleRef = asset.create("bundle", "<Name>")
bundleRef:update(entityId)
```
## How to spawn
### 1. `Asset` component — live-linked (the canonical way)
**This is the primary way to put a bundle into a scene that survives
saving as an asset reference.** Spawn an empty entity, attach the
`Asset` component, point it at the bundle:
```luau
local car = entity.spawn("car_1")
car.component.add("Asset", { source = "<bundleIdentity>" })
```
What you get:
- The bundle's hierarchy spawns as **temporary** children under the
owning entity. They're real, addressable runtime entities, but
they are NOT serialized into `scene.json` on save, only the Asset component and its entity is saved.
- **Live editing of the bundle is supported.** When you edit
anything inside the `.bundle/` (entity_template, meshes,
materials, sub-bundles, components), every entity in the world
carrying that `Asset` component automatically tears down its
spawned children and rebuilds them from the new template — same
frame, no restart, no manual reload. The `onAssetReload` hook in
`Asset.component/init.luau` drives this.
- **Per-instance overrides survive across reloads.** Move a spawned
child, rename it, add/remove components on it, edit a component's
public state — the changes land in the Asset's `public.diff` (a
sparse delta keyed by the child's `original_id`) at save time and
are replayed by `bundleRef:instantiate()` on next load. The bundle stays
a single source of truth; per-spot tweaks ride on top.
- **Stable child ids across reloads.** `public.idMap` records the
`original_id → runtimeId` assignment on first spawn; on every
subsequent spawn the same mapping is reused so cross-entity
references (e.g. `SkinnedModel.skeletonRoot = "ent_xxx"`) stay
valid.
### 2. `bundleRef:instantiate` — baked, no live link
Resolve the bundle and instantiate it onto an entity — this spawns the
children **without** the live-link plumbing the `Asset` component
provides:
```luau
local car = entity.spawn("car_1")
asset.resolve("<Name>", "bundle"):instantiate(car)
```
What you get — and the trade-offs:
- The children spawn as **regular** (non-temporary) entities. On the
next `layers.active:save()`, the entire spawned hierarchy is serialized into
`scene.json` verbatim.
- **No live link to the bundle.** Editing the `.bundle/` after the
fact has no effect on already-spawned hierarchies. The bundle was
effectively consumed at spawn time.
- Scene-save / restore round-trip works the same as for any other
hand-authored entity tree.
Use this path when you want a one-shot expansion of the bundle into
permanent scene state (e.g. you're populating a scene's static
layout from a parametric bundle and don't want a live link).
You can convert a live-linked instance into a baked one explicitly
via `Asset:bakeIntoScene()` — this drops the `Asset` component and
promotes the temporary children to permanent scene entities.
## How it operates
1. **Registration.** Writing into a `.bundle/` folder indexes the
asset with the container-category restore plumbing.
2. **Inner refs.** Component fields that reference assets inside the
bundle use the `__ref` shape (`{ "__ref": "<guid>", "name": "...",
"type": "..." }`). The asset registry resolves them at spawn
time.
3. **Identity preservation.** The `.bundle` suffix stays in the
identity for container types — `<Name>.bundle` resolves under
that exact string, distinguishing it from any `<Name>.scene` at
the same stem.
4. **Hot reload.** Saving `entity_template` (or any file in the
bundle directory) fires the engine's per-asset content-changed
hook, which calls `onAssetReload("source")` on every entity
whose `Asset` component points at the bundle. Each carrier
despawns its children and re-instantiates against the new
template — typically next frame.
## Discovery
- `asset.list("bundle")` — every registered bundle.
- `asset.inspect("<name>")` — sub-asset catalog, source, this type
README.
- `ls /zero/source/<Name>.bundle` lists the files the folder holds.
## Authoring conventions
- Prefer `bundle:update()` or `asset.create("bundle","<name>",entity)` over hand-authoring `entity_template`. The
in-scene composer wires `__ref` shapes correctly and pulls in every
transitively-needed asset.
- Keep bundles focused — one prefab per bundle. If you have a "vehicle
+ driver + sound" assembly, split into three bundles and reference
them from a scene rather than packing all three into one bundle.
- Name child entities meaningfully — bundle interiors are
inspectable, and stable IDs let other tooling (`entity_template`
edits, animation hooks) find them.
- Sub-bundles compose: a bundle's `entity_template` can `__ref` a
child `.bundle/`. The asset registry resolves them transitively.
## Common pitfalls
- **Confusing the two spawn paths.** `Asset` component = live link,
reference-only scene save. `bundleRef:instantiate()` directly = baked,
full hierarchy in `scene.json`.
- **Inner-ref guids drift.** If you copy an `entity_template` from
one bundle into another, the `__ref` guids may not resolve —
re-compose from a live scene rather than copy-pasting JSON.
- **The `.bundle` suffix is part of the identity.** This is the
container-category convention. Don't strip it in reference strings.
- **Live editing only fires for live-linked carriers.** Already-baked
entities don't update when you edit the source bundle.
## Related types
- `Asset.component` — the canonical mount point for a live-linked
bundle. See its README for the `idMap` / `diff` machinery in
detail.
- `.scene` — owns a whole world's worth of entities; spawns bundles
into itself via `Asset` components on per-spot entities.
## In the Inspector
Selecting a bundle opens its **Contents** section, from the bundle's inspect detail: the template's node count, its root, the component types attached across it, a table of each renderable node's mesh and material, and a link to each of those meshes and materials.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).