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asset⌬ assettypeassetTypeprimary: type.yaml·originates fromworld 07158574-5…

module.assetType

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.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

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

asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
--   init.luau   (canonical `local M = {} … return M`)
--   README.md   (instance README template)

-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })

How it operates

  1. Registration. Writing init.luau into a .module/ folder indexes the asset and registers the module path with the resolver.

  2. Loading. The first require("<identity>") runs the file's body and caches the returned table. Subsequent requires from anywhere return the same table — this is the shared-state lever for "module-local" registries. The body runs in an environment of the module's own: a name it declares without local is readable by the module's own functions and by no other script, so an export reaches its callers through the returned table and nothing else. Requiring a component's folder runs its chunk the same way, once, and its update, start and public stay in that environment; a component runs on an entity through entity(id).component.add(name).

  3. Hot reload. Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with require reads the new source's functions and values through the reference it already holds, and a later require returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own locals start again from their initial values, so state that must outlive an edit lives in modules.state() (guides { path: "core/scripting-and-tasks" }).

  4. Identity resolution. A module is reached by its <identity>, and where the caller lives decides which spelling of it resolves.

    For a module in a world, from a caller in that same world — another module, a component, a scene entrypoint, or an execute chunk:

    • require("<identity>") — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with { folder = "demo" } is require("demo.beats").
    • require("@root::<identity>") — the same root-relative resolution, written out.
    • require(".sibling") — a module in the same folder, by its bare name; ..name steps up one folder, ...name two.

    Logs, stack traces and hot-reload notices name that same module @local.source.<identity> — its key under the world source root. The <identity> tail of that key is the form above, so a trace reading @local.source.demo.beats is require("demo.beats").

    For a module in a library — content under /zero/source/libs/@<lib>/ — @<lib>:: addresses that library's root from anywhere: require("@builtin::modules.transform"). Mounting a world as a library moves its files under such a root and flips the caller root to @<lib>::, which is what keeps the root-relative forms above resolving across the move.

Discovery

  • asset.list("module") — every registered module.
  • asset.inspect("<name>") — public functions, source path, this type README.
  • ls /zero/source/<name>.module lists the files the folder holds.

Authoring conventions

  • Return a single M table from init.luau. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready.
  • Write exported functions as typed function, not function: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it.
  • Annotate exported functions with --!desc / --!arg / --!return / --!example so the LSP, tools.list, and asset.inspect surface them. A function with no --!desc is reachable only by someone already reading this file.
  • Declare a VALUE with Field.<kind>(default, mode, description), and a table whose members are reached through a metatable with --!members <TypeName> — the latter gives the surface its accepted member set, its type, and its documentation from one table. See guides { path: "core/authoring" } for all four rules and modules/api/engine/entity.module/members.module for a worked member table.
  • Keep module state in module-local upvalues or in modules.state(). A name the body declares without local lives in the module's environment, which every run of the module shares: a function the previous run left in place reads what the reload assigned. Module-locals start again from their initial values with each hot reload; the table modules.state() returns is the same table on both sides of every reload.
  • Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them.

Common pitfalls

  • Cyclic requires. A require chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies.
  • Engine-time side effects. Don't entity.spawn at module top-level — the engine may not be ready. Expose an M.init and call it from a scene entrypoint.
  • Hot-reload + module-local cache. A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work.
  • init.lua vs init.luau. Either works, .luau is canonical.
  • Writing one while play runs. A /source write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One .module write shadows init.luau, the README.md and the .metadata together. vfs.write(path, bytes, { durable = true }) skips the shadow, and vfs.promotePlayShadow keeps what is already on it — the core/vfs guide has the model and what each route costs.

Related types

  • .component — for entity-bound state + lifecycle hooks.
  • .service — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
  • .tool — for a single agent-callable function with a YAML schema.
  • .package — to group several modules + components + scenes into one shippable folder.

In the Inspector

Exports: what the module exports (name, kind, signature), parsed from its source without running it, with Check (the LSP's diagnostics for its entry file) and Open.

Interface

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

conforms to

zero/asset-type/v1
⌬ Spec
suffix.modulecontainernoprimary aliasesinit.luau, init.luaplural dirmodulesrequired filesinit.luau, README.md, .metadataoptional filesinit.lua
Exposed API
⌬ Instance methods

getInitScript(self: ?) → string

Read the module's entry script as raw text.

argtypedescription
self?

examples

local src = modRef:getInitScript()

getReadme(self: ?) → string

Read the module's README body.

argtypedescription
self?

examples

print(modRef:getReadme())

loadModule(self: ?) → any

Require the module: the same module `require(self.identity)` answers from the world's own code, for a world module and a library one alike. A load failure raises a Luau error tagged with the module identity rather than propagating the raw error.

argtypedescription
self?

examples

local mod = modRef:loadModule()

getExports(self: ?) →

The module's exported names and their value types — requires the module and reflects over the table it returns. Available for every module (world-authored or library), since a module is just an asset. the module fails to load or returns a non-table.

argtypedescription
self?

examples

for _, e in ipairs(modRef:getExports() or {}) do print(e.name, e.type) end

inspect(self: ?) → any

`asset.inspect` type-specific detail: `{ exports }`, where `exports` is parsed from the module's own entry script (`getInitScript`) via `luau_introspect.moduleExports` — name/kind/signature/desc of every top-level export, read from the source text rather than a `require()` reflection. Cached on the asset's content checksum, so re-inspecting unchanged source is free. A module with no readable entry script

argtypedescription
self?

examples

local exports = asset.inspect(modRef).detail.exports
⌬ Hooks

onRegister(self: ?) → void

Initial-registration callback: register every `.luau` / `.lua` file this module owns — its entry AND its plain-file submodules — into the `require()` layer, so `require("<mod>.<sub>")` resolves the instant it first registers (fired before the world entrypoint runs). A `.luau` inside a NESTED typed-asset folder (a nested `.module` / `.component` / …) belongs to that asset and registers through its own `onRegister`, so it is skipped here.

argtypedescription
self?The per-instance `AssetRef<module>`.

examples

-- driven by the assetType lifecycle; not called directly

onChange(ref: ?, change: ?) → void

Asset-type change callback: hot-reload this module whenever a `.luau` / `.lua` file inside it is edited (or the module is seeded). A user module reloads here; a library module has already reloaded through the VFS write hook by the time this runs, and the reload here finds its source unchanged. Mirrors the `.material` / `.shader` assetTypes owning their own reload. Convergent: the reload only invalidates the require() cache + fires watchers and never writes back into the asset folder.

argtypedescription
ref?
change?

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

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·
assettype · born here
❒asset
# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
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module · born here
❒asset
# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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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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module · born here
❒asset
# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars, with a chomping indicator (`-` strips the final newline, `+` keeps every trailing blank line, none keeps one newline) and an indentation indicator (`1`-`9`: the content's indent past the parent's), in either order (`|-`, `>+`, `|2`, `>1-`). A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), a block-scalar header it cannot read (`|x`, `|-+`, `|0`), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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module · born here
❒asset
# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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module · born here
❒asset
# assetType.shared.settings Resolves four questions about an asset's typed settings, all answered from its type's `type.yaml` — nothing here is found by convention. ```lua local Settings = require("@builtin::assetTypes.assetType.shared.settings") -- or, from inside the assetType runtime: local Settings = require("@builtin::assetTypes.assetType.shared").settings ``` ## Where does a type's schema live? `type.yaml` names it in a `settings:` block: ```yaml settings: values: "settings.yaml" # where an instance's own values live schema: { type: "settings.luau" } # one schema for every asset of this type ``` or, for a type whose settings differ per instance (an importer): ```yaml settings: values: "settings.yaml" schema: { instance: "settings.luau" } ``` or, for a type whose schema is a table its instance's own source declares and whose values live elsewhere (a component: its `public` fields, valued on each entity it is on): ```yaml settings: schema: { instance: "init.luau", export: "public" } ``` Whether an instance may lack its schema file is what the type's `files:` block says of that file. Listed under `files.optional`, it may be absent, and an instance without it declares no settings — the importer type lists it there, since most importers take none. Listed under `files.required`, or not listed at all, it must load, and an instance missing it is a broken declaration and is logged. `schema.type` is required at the folder relative to the TYPE's own `.assetType/` directory (one schema shared by every instance). `schema.instance` is required relative to each INSTANCE's own folder (`init` resolves the instance's own identity; anything else is a sibling module under it). Without `schema.export`, the file is required as a module and its return value IS the schema. With `schema.export`, the file is run in an environment of its own and `export` is read from a returned table carrying it, or else from the globals the file assigned — a component's `public` is such a global. That environment reads through to `_G` and takes every write itself; its own `_G` is itself, its `declare` and `computed` record into it, and its `task` records spawned, deferred and delayed work instead of starting it. Every other global is the real one, so a call the file makes through one runs as it does anywhere. The schema is the declared table's Field descriptors. A schema that resolves to nothing says why through `Settings.schemaProblemOf(ref)`: the file could not be read, compiled or run, or declared no such table. An instance schema is read again when its file, its type's `type.yaml`, or the entry file of any module the asset `require`s changes. `Settings.blockFor(typeName)` returns the raw block; `Settings.schemaForType(typeName)` and `Settings.schemaOfInstance(ref)` resolve the two schema shapes respectively; `Settings.schemaFor(ref)` tries the type-level schema first, falling back to the instance-level one. `ref` naming an assetType asset itself — e.g. `asset.resolve("texture", "assetType")`, rather than an instance of it — reports that type's own declared schema, the same one every instance of it reports. ## Where do an asset's values live? `settings.values` names a file living beside the asset's own content — `Settings.valuesPathOf(ref)` joins it onto the asset's path. `Settings.valuesOf(ref)` / `Settings.writeValues(ref, values)` read and write it; this module only names where it is. A type that declares its schema with no `settings.values` keeps no values in the asset — a component's live on each entity it is on — so `valuesOf` answers nil for it, `asset.create` refuses a `settings` table for it, and `asset.setSettings` refuses a write. `Settings.recordedWrite(path, text)` writes a file the way every values file is written, and an editor uses it for any other file it writes. It writes the whole contents, records the write into the open undo operation when one is open (so undoing it restores what the file held), and raises when the write does not land. ## In what order are a schema's fields declared? Every `Field.*` constructor stamps its descriptor with `declaredOrder`, one more than the last. Luau evaluates a table constructor's entries in the order they are written, so `Settings.orderedNames(schema)` lists a schema's fields — and a struct's subfields — in the order the source writes them. A values file, or a legacy `.metadata` settings block, may hold an older spelling — a renamed field, an older enum member. Every read passes what is stored through the type's `normalizeSettings` (`Settings.normalizeFor`), so it answers in the fields the schema declares today, and writes nothing. The next local edit of that asset rewrites the file in the declared spelling (`Settings.healLegacyIfNeeded`). `asset.setSettings(ref, patch)` writes a partial patch: `Settings.resolvePatch(ref, patch)` normalises it, merges it over the current values and applies the type's derived defaults for the fields it changed, and `Settings.writeValues(ref, values, patch)` applies the corrections, checks the schema and writes the file. ## How is a new asset's settings resolved at creation? `asset.create` calls `Settings.resolveForCreate(typeName, name, destPath, creationOpts, callerSettings, importerSettings)` before running the type's `onCreate`, checks the result against the schema, writes it to the values file, and hands `onCreate` a COPY of it as `opts.settings` (`Settings. cloneValues`) — never the same table the values file gets, so nothing `onCreate` does to its own copy can reach what was stamped. `onCreate` reads settings from `opts.settings` and never writes to it. `asset.create` also seeds the change baseline with the stamped values (`Settings.seedChangeBaseline`), so the values file's own first dispatch reports nothing changed and the payload `onCreate` encoded is the only encode a create runs. The layers, lowest priority first, each overriding the ones before it field by field: 1. The schema's own declared defaults (`Settings.defaultsOf`). 2. The type's own `settingsDefaults(name, opts, asked)` hook, when its `behavior.luau` exports one. `asked` holds what layers 3 to 5 name, so a default can follow a field one of them sets. 3. The Preset Manager's matching row (`Settings.presetLayerFor`). 4. The creating importer's settings for this type. 5. The `settings` table the caller passed to `asset.create`. 6. The type's own `settingsDerivedDefaults(values, explicit, changed)` hook, when its `behavior.luau` exports one — a field whose default follows another field, set only when no layer from 2 to 5 named it. 7. The type's own `settingsCorrections(values, name, opts)` hook, when its `behavior.luau` exports one — applied last, once every other layer has merged. Layers 2 to 5 are each read through the type's `normalizeSettings`, so a layer naming a field in an older spelling sets the field it names today. `asset.create`'s top-level settings alias accepts those older names too (`Settings.acceptedFieldNames`). Layer 7 is `Settings.applyCorrections(typeName, values, explicit, context)`, the one corrections path every settings write takes — this create chain, and `Settings.writeValues` for every later write (`asset.setSettings`, a type's first-encode seed, the legacy heal). `explicit` names the fields the writer asked for: the caller's `settings` table here, the patch for `asset.setSettings`. A correction lands SILENTLY on a field the writer did not name — nobody asked for that value, so overriding it just states a fact. A correction that contradicts a field the writer named REFUSES the write, naming the field, the value asked for, and why it cannot hold — the same as every other place this codebase refuses an explicit request it cannot satisfy (a `Field.checkSchema` violation, a BC7 alignment error) rather than silently rewriting it into something else. So `asset.setSettings(tex, { compression = "rgba16" })` on a mipped texture stores `generateMipmaps = false` beside it, while `asset.setSettings(tex, { compression = "rgba16", generateMipmaps = true })` is refused. `Field.checkSchema` runs once, over the result AFTER the corrections hook has applied — a bad value nothing corrects refuses the creation. ### Four hooks, four different jobs Every hook is an optional export on a type's `behavior.luau`, alongside `onCreate` / `onChange`. **None is ever handed a table to mutate** — each reads what it's given and RETURNS a table of what it wants changed (or nil); `resolveForCreate`, `resolvePatch`, `applyDerivedDefaults` and `applyCorrections` are the only places that write to the values, by merging what a hook returns the same way every other layer merges. - **`normalizeSettings(values) -> values`** maps every older spelling a stored file or a write may carry to the field and member the schema declares now, returning a new table; a table naming both an older field and its replacement keeps the replacement. The companion export **`normalizedSettingNames = { ... }`** lists the older field names it accepts beyond the schema, so a write naming one is not refused as an undeclared field. `texture.assetType`'s maps the fields its earlier schema stored to `colorSpace` + `compression`, and the older `filter` keywords to `linear` / `nearest`. - **`settingsDerivedDefaults(values, explicit, changed) -> partial?`** answers the values of fields whose default follows another field. At creation `changed` holds every field; on a write it holds the fields the write moved. A returned field applies only where `explicit` — the fields the writer named — does not name it. - **`settingsDefaults(name, opts, asked) -> partial?`** supplies a DEFAULT the schema itself has no syntax for — something only knowable at creation time, like a naming convention, a fact read off a payload the caller handed in, or a value that follows a field a higher layer sets (`asked` holds what the Preset Manager, the importer and the caller name, the higher one's value where two name a field). It runs early (layer 2 above), so any later layer — Preset Manager, importer, caller — freely overrides it. `texture.assetType`'s returns the `textureType` the name suggests (a `_normal`-suffixed name is a `normalMap`), `compression = "uastc"` and `maxDimension = 4096`, with `rgba8` for a `textureType` of `sprite` that a higher layer names; for a pre-encoded ZTEX payload it returns the colour space, compression and sampler the payload's own header carries. Either way, an explicit `settings = { ... }` from the caller still wins. - **`settingsCorrections(values, name, opts) -> (partial?, reasons?)`** enforces a CROSS-FIELD CONSTRAINT the schema itself has no syntax for — a fact about one field that depends on another field's resolved value, true regardless of which layer produced that value. It runs last (layer 7 above), over the fully merged `values`, and again on every later write of the values file. Nothing is left unmet in what gets validated and stamped — but a value the caller explicitly asked for is never silently rewritten to satisfy it; `applyCorrections` refuses instead (see above). The optional second return, `{ [field]: reason }`, supplies the "why" for that refusal message; a field with no reason falls back to a generic one. `texture.assetType`'s returns `{ generateMipmaps = false, maxDimension = 8192, colorSpace = "linear" }` whenever the RESOLVED `compression` is high-precision (the encoder stores one verbatim, linear, and refuses a mip chain or a downsample for it outright), paired with a reason naming the compression, and `nil` otherwise. ## What does a declarer declare? `Field.settingsOf(identity, mode)` embeds another declarer's schema as a struct field without restating it. The identity names one of two kinds of declarer, and `Settings.schemaOfDeclarer(identity)` tells them apart by what `identity` resolves to: - **An assetType** (e.g. `"@builtin::assetTypes.texture"`) — embeds the schema every instance of that type carries, resolved via `schemaForType`. This is the type-level shared schema from the section above, not a per-instance one — an assetType has no settings of its own to declare per instance. - **Anything else** (an importer, or any other asset that declares settings of its own) — embeds that asset's own schema, resolved via `schemaOfInstance`. Every schema this module serves has already run its `Field.settingsOf` fields through this resolution — a caller reading `schema.someField.fields` never sees an unresolved `declarer` with no `fields`. Resolution descends into an already-literal struct's `fields` and a list's `element` the same way, so a declarer embedded several fields deep is still reached. A declarer that embeds itself, directly or through another declarer, stops one level short of the loop instead of recursing forever. ## What are the defaults? `Settings.defaultsOf(schema)` reads every field's declared `default` into a plain table — a field declared without one is absent from the result rather than holding a `nil` value.
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module · born here
❒asset
# assetType.shared.typeYaml A type's `type.yaml`, parsed. Every block a type declares in its `type.yaml` (`settings:`, `inspector:`) is read through this module, so one file read and one YAML decode serve all of them. ```lua local TypeYaml = require("@builtin::assetTypes.assetType.shared.typeYaml") local folder, identity = TypeYaml.folder("material") -- "/zero/source/libs/@builtin/assetTypes/material.assetType", "@builtin::assetTypes.material" local doc = TypeYaml.of("material") print(doc.suffix) -- ".material" print(doc.inspector.type) -- "inspector.luau" ``` - `TypeYaml.folder(typeName)` resolves the assetType and answers its folder path and identity, or `(nil, nil)` when no such type resolves. - `TypeYaml.of(typeName)` answers the decoded document, or nil when the type does not resolve or its `type.yaml` does not decode to a table. The decode is cached per type and read again whenever the file's content version moves, or the type resolves to a different folder. - `TypeYaml.described(typeName)` lists the files a type's assets must describe: each file its `type.yaml` declares with a `described` content check, with the keys and headings the check names and each key's byte limit. `TypeYaml.PLACEHOLDER` is the marker a template puts where a description is yet to be written. - `TypeYaml.describeBlock(typeName)` answers the `describe:` block of the `type.yaml`: the type's own `guidance` on what a description covers and the identities of `examples` whose descriptions show the shape.
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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 }`. The engine runs each dispatch as its own yieldable task, so a hook can wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. A hook that reads only what is resident finishes inside the dispatch that started it. The writes routed to one asset react in the order they were routed: a write routed while that asset's hook is waiting queues behind it and reacts once the hook has finished. 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*. ## The source-write seam A write inside a typed asset is also offered to the importer type's shared layer (`onAssetWrite(assetPath, path, origin)`), the way a write with no enclosing asset is offered to `onLooseWrite`. The asset's `import` record names the file it was imported from (by guid and path); a write to that file re-runs the importers on it, in place; the write that arrived is the only input. A type whose own `onChange` already keeps its retained source current (a texture re-encoding its image, a sound clip its audio) sets `reencodesRetainedSource = true` on its module, and the seam leaves that edit to it. ## Re-entrancy While an asset's `onChange` runs, a dispatch for that same asset made from the hook's own coroutine is suppressed, so a handler that routes a write back into its own folder inline doesn't recurse. A write the hook makes is routed on a later frame like any other and reaches `onChange` again once the hook has finished. `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, 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
# declaration (module) A type's `type.yaml`, decoded and held: the one reader behind every question about a type as a whole — its files, whether it broadcasts its subassets, how its instances are pictured. ## Exports - `M.of(typeName) -> table?` — the decoded declaration, or nil when no type answers to the name, it has no `type.yaml`, or the file does not decode (the last with a warning naming the type). Shared: read it, do not write to it. - `M.forget()` — drop every held declaration. The change dispatcher calls it for every write inside an `.assetType` folder and for every removed type.
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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
# assetType.shared.inspector Which inspector a type declares for its assets, and the declaration that file returns. The editor's Inspector (`edui.inspector`) reads it to add, replace and order the sections an asset shows. ## The block A type names its inspectors in `type.yaml`, with either key or both: ```yaml # the Inspector for every asset of the type, a file in the type's own folder inspector: { type: "inspector.luau" } # a file each asset may ship in its own folder, for what that asset declares inspector: { instance: "inspector.luau" } # both inspector: { type: "inspector.luau", instance: "inspector.luau" } ``` `type:` is what selecting an asset of the type shows. `instance:` applies to the things an asset declares, never to the asset's own view: a component names `instance: "inspector.luau"`, and a component that ships that file shapes its card on every entity it is on. Each value is a `.luau` file name. A block that is not a map, names another key, names neither key or names a file that is not `.luau` is malformed; the assetType validator reports it as `assetType.inspector_block`, and a `type:` file missing from the type folder as `assetType.inspector_file_missing`. ## The declaration The file returns a table: ```luau return { -- sections this inspector adds (before Operations) sections = { { id = "summary", title = "Summary", build = function(ctx) return { ctx.widgets.text{ text = "mode is " .. tostring(ctx.settings.mode) } } end }, }, -- a generic section id -> the section shown in its place replace = { tags = { id = "tags", title = "Labels", build = function(ctx) return {} end } }, -- section ids, first to last; ids it does not name follow in default order order = { "summary", "identity" }, } ``` A section is `{ id, title, icon?, open?, build(ctx) }`; `build` returns the section's body as a list of edui nodes. Any member of the declaration other than `sections`, `replace` and `order` must be a function (a helper the file exports). `material.assetType/inspector.luau` is a full example. The Inspector rebuilds an asset's sections when the asset's files change. A section that shows state held outside those files names it with a `signature(ref)` member: text that moves when that state moves, read every time the Inspector checks for a rebuild, so it has to be cheap. `renderFeature.assetType/inspector.luau` folds in whether the feature runs and its live settings, so a feature enabled or reconfigured from a script shows in the Inspector as it happens. ## API ```luau local InspectorDecl = require("@builtin::assetTypes.assetType.shared.inspector") InspectorDecl.blockFor("material") -- { type = "inspector.luau" } InspectorDecl.blockProblem({ other = "x.luau" }) -- why a block is malformed, or nil InspectorDecl.declaresTypeInspector("material") -- true: the asset view reads one local decl, problem, file = InspectorDecl.declarationFor(matRef) local cdecl = InspectorDecl.instanceDeclarationFor(compRef) InspectorDecl.shapeProblem(decl) -- nil when well-formed ``` `declarationFor(ref)` (and `typeDeclaration(typeName)`) read the `type:` file: - `(nil, nil, nil)` when the type names no `type:` inspector; - `(nil, problem, file?)` when the block is malformed, or the file is missing, raises while loading, or returns the wrong shape — the problem names the file and what is wrong with it; - `(declaration, nil, file)` otherwise. `instanceDeclarationFor(declarerRef)` reads the `instance:` file in the declaring asset's own folder, and answers `(nil, nil, file)` when that asset ships none.
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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
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# 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
# previewRecipe (module) How a type makes its instances' pictures. A type declares it in its `type.yaml`, under `preview:`, and every instance's `preview.png` is produced by the recipe named there. ```yaml preview: kind: surface # instantiate | image | surface | custom mesh: sphere # surface: the builtin mesh the asset is painted on ``` | `kind` | The picture is | Needs | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | — | | `image` | a file the instance already holds, fitted to the frame | `source.file` or `source.files` | | `surface` | the asset painted on a builtin mesh | `mesh` | | `custom` | whatever the type's `behavior.luau` `ref.preview` returns | — | `angle: [yaw, pitch]` (degrees) states the bearing the camera looks from, for any kind that renders. The `preview:` block says how the picture is PRODUCED. Whether search embeds that picture is a separate declaration — an `image` chunk under `indexing.content` naming `preview.png` — so a type states both, and a type that states one without the other gets exactly what it stated. ## Exports - `M.of(typeName) -> PreviewRecipe?` — the recipe `typeName` declares, or nil when it declares none or no type answers to that name. Read once and held; a block naming an unknown `kind`, or missing what its kind needs, is refused with a warning naming the type. - `M.forget()` — drop every held recipe. The change dispatcher calls it, with `declaration.forget()`, for every write inside an `.assetType` folder and for every removed type, so an edited `type.yaml` is read again.
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module · born here
❒asset
# 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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assettype · born here
❒asset
# texture An **image asset** — the raw bytes of a `png` / `jpg` / `jpeg` / `hdr` / `ktx2` / `webp` / `bmp` / `tga` file. A loose image written into the world is imported into a `<stem>.texture/` container (see "Internal layout"). > New to how a texture exists as an asset, as CPU-side pixels, and as a live GPU > texture (and how `renderer.texture.*` and render targets move between them)? > Read `core/resource-model` first. `texture` is a first-class assetType (not a bare plural-dir category) so that: - a texture has a stable asset **identity** and an explicit `asset_type` link, and - a material that references a texture records a real `.refs` edge to it — which is what lets the CPU-residency system cascade from a material to the textures it actually uses. ## CPU residency vs GPU residency A texture can be resident two fundamentally different ways, and they must not be conflated: - **CPU residency** (this assetType): the raw image **bytes in memory** — readable, hashable, decodable. You can operate on the bytes. - **GPU residency**: those bytes uploaded to the device as a GPU texture the renderer binds/samples. Byte-level reads are **not possible** on the GPU variant — that is simply how the device works. GPU residency is managed separately and is **not** part of this assetType. Same texture identity, two separate residency states, two separate operation sets, two separate reference counts. ## Internal layout A `.texture/` holds these files, and its child set is open. `asset.create("texture", name, ...)` and the **texture importer** (which creates through it when a loose raster image lands in `/source/`) produce this shape: ``` <name>.texture/ source.<ext> the retained source raster — see below source.ztex the full-resolution texels a cook dropped some of — see below settings.yaml the texture's settings — see below data.ztex canonical pre-encoded + pre-mipped payload (ZTEX magic) .metadata what data.ztex holds and was encoded from ``` `asset.create` keeps a copy of the image bytes it was given as `source.<ext>`; the importer moves the uploaded image in under its own name instead (`foo.png` stays `foo.png`). Either way it is the texture's retained source: rewriting it re-encodes `data.ztex` from the new pixels, and a rewrite carrying the bytes `data.ztex` was already encoded from changes nothing. `data.ztex` is the **preferred primary**: when present the renderer resolves and uploads it verbatim — no re-mip. When absent the primary falls through to a raster image in the folder, so a container holding only an image file reads that image. That fallthrough takes the lowest-named raster image in the folder and never the rendered preview, which is made from the payload. A container that lost its encoded payload and holds no other image has no primary: `asset.diagnose(ref)` reports `noPrimaryFile`, `asset.validate(ref)` reports `texture.no_payload`, and `renderer.texture.loadCpu` refuses it. `asset.primaryFile(ref).path` names the file the resolution landed on; the asset-system guide covers `diagnose`. #### `settings.yaml` settings A texture's settings are declared in `settings.luau` and live in its `settings.yaml`. `asset.create` stamps them when the texture is made, and `texRef:setSettings({ ... })` (or `asset.setSettings(ref, patch)`) changes them. Editing an encode-relevant one re-runs the encode against the retained source and rewrites `data.ztex`. ```lua local tex = asset.create("texture", "hero_albedo", { bytes = png, ext = "png", settings = { maxDimension = 1024 }, }) tex:setSettings({ uastcRdo = "medium" }) ``` | key | values | default | meaning | |-----|--------|---------|---------| | `textureType` | `color` / `normalMap` / `mask` / `sprite` | `color`, or guessed from the name | what the texture holds, recorded in the payload. `normalMap`: tangent-space normals — when `generateMipmaps` builds the chain, every level of it, the base included, is renormalised to unit length; with `generateMipmaps = false` the one stored level is the source as given, and the chain the GPU builds from it at upload is a plain box filter. `mask`: linear data (roughness, metallic, occlusion, height, masks). `sprite`: a 2D image with transparency. A new texture's type is guessed from its name — `_normal` / `_nrm` / `_n` / … → `normalMap`, `_rough` / `_metal` / `_ao` / `_height` / `_mask` / … → `mask` — unless it is given. | | `colorSpace` | `srgb` / `linear` | follows `textureType`: `srgb` for `color` and `sprite`, `linear` for `normalMap` and `mask` | how the stored values are read when sampled. `srgb` for albedo/emissive/base-color, UI and sprites; `linear` for normal/RM/AO/height/mask data. | | `compression` | `uastc` / `rgba8` / `rgba16` / `rgba32f` | a new texture: `uastc`, a `sprite` `rgba8` | what the texels are stored as — see "What each compression stores" below. | | `effort` | `fastest` / `fast` / `thorough` | `fastest` | how long a `uastc` encode searches for each block — see "Block compression" below. | | `uastcRdo` | `none` / `low` / `medium` / `high` | `none` | how far a `uastc` encode moves from the source to make a payload that compresses smaller on disk and over the network — see "Block compression" below. | | `generateMipmaps` | `true` / `false` | `true` | bake the full mip chain into `data.ztex` at encode time. | | `maxDimension` | integer, `1` to `8192` | a new texture: `4096` | the longest side the encoded texture may have; a larger source is downsampled to fit, and a `uastc` texture's longest side is the largest power of two within it. A value past 8192 is refused. | | `filter` | `linear` / `nearest` | `linear` | sampler filtering recorded in the payload. A material slot and a UI image widget sample the texture with it. A post-process effect's texture property, a render pass's `@texture` input and a compute shader's `texture_2d` binding sample through a sampler of their own (the effect's `postprocess.setSampler`, the pass's, the compute shader's named `sampler` binding), which this setting does not change. | | `wrapU` | `repeat` / `clamp` / `mirror` | follows `textureType`: `clamp` for `sprite`, else `repeat` | how a material samples the texture past its left and right edges: tiled, the edge texel held, or mirrored. Recorded in the payload. | | `wrapV` | `repeat` / `clamp` / `mirror` | follows `textureType`: `clamp` for `sprite`, else `repeat` | the same, past its top and bottom edges. | | `anisotropy` | `world` / `1` / `2` / `4` / `8` / `16` | `world` | samples taken along a surface seen at a grazing angle. `world` follows the `render.anisotropy` world setting (`renderer.setAnisotropy`); a number fixes it for this texture, clamped to what the device supports. A `nearest` texture samples with 1. A write may give the number itself (`anisotropy = 8`); it is stored as the string. Recorded in the payload. | | `alpha` | `input` / `premultiplied` / `none` | `input` | what the encode does to alpha. `input`: kept as the source has it (straight alpha). `premultiplied`: colour multiplied by alpha — decoded to linear light, multiplied and re-encoded for an `srgb` texture, multiplied as stored for a `linear` one — the source a material with the `premultiplied` blend mode (`src + dst * (1 - src.a)`) composites. `none`: every texel opaque, colour kept. | | `alphaIsTransparency` | `true` / `false` | follows `textureType`: `true` for `sprite`, else `false` | fill every fully transparent texel with the average colour of its non-transparent neighbours, spreading outward, so bilinear filtering and mip averaging never pull black into the edge of a transparent area. Alpha stays 0. Runs before `alpha` and before the mips. | | `keepCpu` | `true` / `false` | `false` | keep the decoded pixels in the CPU store after the GPU upload — see below. | The type's colour space, `alphaIsTransparency`, `wrapU` and `wrapV` are stamped when the texture is created, and a later write that changes `textureType` moves them with it, unless the same write names them. A cook that drops texels — a `maxDimension` smaller than the source, or a `uastc` cook resampling a side to a power of two — keeps the full-resolution input as `source.ztex` (one RGBA8 level) when the container holds no source image, so raising `maxDimension` later re-encodes from every texel. A cook that drops nothing keeps nothing extra. A texture made from raw pixels whose cook dropped nothing keeps its payload as its only source, so a settings change re-encodes from that payload read back with straight alpha: what an earlier encode discarded stays discarded, after `alpha = none` its alpha is opaque, and a `uastc` payload re-encoded is the blocks' texels, not the pixels first given. A new texture's settings start from the texture type's own defaults — `uastc` with a `maxDimension` of 4096; `rgba8` for a `sprite`; a 16-bit PNG or `.hdr` source left to the schema's `rgba8` unless a layer names a compression — and a world's Preset Manager rows for `texture` override them (a world that ships at 2048, say), then an importer's settings, then the `settings` the create names. `filter`, `wrapU`, `wrapV` and `anisotropy` say how the texture is sampled, not what its texels are. A write that changes only those rewrites the payload's header (`renderer.texture.withSampler`): every level keeps its bytes, and no preview is rendered, because no pixel changed. Every material slot samples through its own texture's state, so two textures on one material can wrap and filter differently. UI image widgets honour `filter` and draw each image over its own bounds, so the wraps apply to materials. A post-process effect, a render pass `@texture` input and a compute shader sample through samplers of their own, so none of the four settings reaches them. `keepCpu` is a lifecycle setting, not an encode input — it never re-runs the encode. It acts on an already-materialised texture right away instead: `true` loads the decoded pixels into the CPU store when the texture is GPU-resident, `false` drops a resident CPU copy. The `data.ztex` payload is a `ZTEX` magic, a 32-byte header and the mip levels; the CPU encoder is exposed to Luau as `renderer.texture.*` and consumed by the texture importer and this assetType. #### What each compression stores | `compression` | In `data.ztex` | On the GPU | Limits | |---|---|---|---| | `uastc` | UASTC 4x4 blocks, whole mip chain, one byte per texel, each level compressed for storage. | Transcoded at upload to a block format the adapter samples: `Bc7RgbaUnorm[Srgb]` where it samples BC textures (desktop native, desktop WebGPU), ASTC 4x4 where it samples ASTC and not BC (phones, a browser on one), ETC2 RGBA8 where it samples only ETC2, each one byte per texel; RGBA8 at four bytes per texel on an adapter that samples none of them, and for a texture with a side under four texels. | each side is resampled to the nearest power of two (halfway rounding up), nearest-neighbour for a `nearest` texture. | | `rgba8` | From an image with `generateMipmaps = false`, a `maxDimension` the image fits within, `alpha = input` and `alphaIsTransparency = false`: the source PNG / JPEG / WebP itself, decoded at load. Otherwise raw 8-bit RGBA with the encoder's box-filtered mip chain. | `Rgba8Unorm` / `Rgba8UnormSrgb`, four bytes per texel. | none | | `rgba16` | Raw 16-bit unsigned normalized, one level. An image is decoded at its own depth: a 16-bit PNG keeps every bit, an 8-bit channel `v` is stored as `v * 257`. The frames of an animated image are decoded at 8 bits. | `Rgba16Unorm` where the adapter grants 16-bit normalized textures (native); half float (`Rgba16Float`, about 11 significant bits) where it does not (every browser). | one level, no `maxDimension`, `linear` only. | | `rgba32f` | Raw 32-bit float, one level. An image channel is stored as its value over the channel's maximum. | `Rgba32Float`. Where the GPU filters 32-bit float, every consumer samples it. Where it does not (every browser): a material slot draws the shader's declared default; a UI image draws nothing; a render pass naming it as an `@texture` input is skipped; a compute shader that declares no sampler binds it and reads it with `textureLoad`, and one that declares a sampler refuses the dispatch — each logging once, naming the texture and its format. CPU reads (`:load()`, `renderer.texture.decode`) return every bit on every device. | one level, no `maxDimension`, `linear` only. | A high-precision compression turns `generateMipmaps` off, `maxDimension` to 8192 and the colour space to `linear` when the same write does not name them, and refuses a write that names a contradicting value. #### Block compression `compression = "uastc"` stores every mip level as UASTC blocks — sixteen bytes per 4x4 texels — a format no GPU samples directly but every one can be handed: at upload each level is transcoded to a block format the adapter samples, BC7 on a desktop GPU and ASTC 4x4 on a phone's (ETC2 on one that samples ETC2 alone), so one payload is resident at one byte per texel on each, and RGBA8 on an adapter that samples none; `renderer.textureMemory().blockFormat` names the format this adapter holds it in. Only the levels a device keeps are transcoded: under a texture-size cap (`renderer.setMaxTextureSize`) a texture is uploaded from the first level of its chain within the cap. Compression is lossy, which makes it the choice for colour, normal and detail maps; `rgba8` holds a texture exactly, which is what pixel art and a mask whose exact codes matter need. `effort` is how long the encode searches for each block. `fastest` tries one candidate for an opaque block, `fast` takes about 6 times as long and `thorough` about 17 times, each landing closer to the source texels. What the GPU holds is the same size at every effort, and so is the time a load takes. `uastcRdo` trades accuracy for a payload that compresses smaller: `none` encodes each block as close to the source as the encoder finds, and `low`, `medium` and `high` let a block move further from the source when a nearby block's bytes would let the payload compress better. What the GPU holds is the same size either way; what moves is the size of `data.ztex` on disk and over the network, and the encode time, which a pass more than doubles. The encode runs on the CPU when the texture is created or a setting that decides its texels changes. A call from a task that can yield cooks off the frame and the task waits for it, so the world keeps running: a 1024x1024 texture with its mip chain takes about a second on a desktop CPU. A texture whose settings say `rgba8` is never compressed. ## Reading an asset from its ref `texRef:settings()` reads the container's settings with every schema default filled in and `texRef:setSettings({ maxDimension = 1024 })` patches them; `texRef:load()` decodes the payload's pixels into the CPU store for per-pixel access, `texRef:handle()` puts the texture on the GPU under the asset's own guid, and `texRef:preview()` renders it as a swatch. `texRef:info()` reads the compiled `data.ztex` payload's header: the format it was compiled to — also as its `compression` and `colorSpace` — the `textureType`, `alpha` and `alphaIsTransparency` it was encoded under, its width and height, its mip and array-layer counts, the sampler recorded in it (`filter`, `wrapU`, `wrapV`, `anisotropy`), and, for an animated sequence, each layer's display time and the length of one pass: ```lua local info = texRef:info() print(info.width, info.height, info.format, info.mipCount) ``` It answers off that payload's own header, so a compiled texture reports how big it is for a header read where `load()` decodes its pixels and `handle()` uploads them. A container whose primary is a source image answers `(nil, err)`, and `load()` reads its size. The `compression` and `colorSpace` it reports are what the payload holds; the settings table holds what the encode was asked for. ## In the Inspector Selecting a texture opens its **Texture** section right below the asset's identity, then its Settings. The section draws the encoded texture through the texture's own sampler, so a `filter = "nearest"` texture reads crisp at every zoom. The zoom row offers **Fit** and each integer zoom (1×, 2×, 4×, 8×) whose drawn size fits 512 px; a 128 px texture offers up to 4×, and one wider than 512 px offers Fit alone. Below the view, the section lists every field of the `data.ztex` header (`texRef:info()`) — size, format, mip levels, filter, layers, and a sequence's frames and duration — and the GPU memory the encoded mip chain takes across its layers. The filter and the other encode settings change in the Settings section; the Texture section reports the re-encoded result.
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assettype · born here
❒asset
# `.font` asset type A `.font` is a first-class font asset: font-file bytes (TTF / OTF / WOFF / WOFF2) converted into a guid-anchored asset via `asset.create("font", name, { bytes = … })`. A font is a **general CPU resource** usable by any text surface. The `onRegister` hook calls the engine `font.register(name, bytes)` primitive, which installs the parsed face into **both** the 2D/3D text system (`text.*`) and the egui UI text system, under the family name the font file itself reports. A registration is what puts the face in the database; whether `fontFamily = "<name>"` selects it is the separate question of whether the shaper matches that name, and `font.reconcile()` answers it per family: ```lua for _, f in ipairs(font.reconcile()) do if not f.selectable then print(f.family .. " is registered but shapes as " .. f.shapedWith) end end ``` `text.face(handle)` gives the same answer for one label. A family the shaper's database holds is selectable under its own weights and for the glyphs its faces cover: a row that reads `familyCoveredNoGlyph` names a family the shaper picks whose faces have no glyph for the text asked of it. `topics/text` covers reading a label that came out in the wrong face. Fonts are CPU resources (not GPU), so the primitive lives in the `font.*` namespace, the CPU analogue of `renderer.texture.create`. ## Layout ``` <name>.font/ data.zfnt the baked payload `asset.create("font", ...)` writes face.json optional: family group, role, aliases, on-demand entries ``` ## Editing a font's files A write to a file the registration reads (`face.json`, `data.zfnt`, or a raw font file in the folder) installs the font again from what the folder now holds. The names the new `face.json` gives it (its group and each alias) select it on every text surface from then on, and a name the earlier descriptor gave it and the new one does not stops selecting it; a changed `group` moves the face to that group. Text laid out under a name the edit decides is laid out again, and a `Text3D` label draws it again on the next frame. For an on-demand face the same holds for the font and coverage files its entries name: the entries are declared again from their coverage files, and an entry already installed is registered again from its font file with the names the descriptor now gives. ## On-demand faces A face whose file is large and whose script most sessions never draw is declared by the codepoints it covers instead of being read at boot. Its `face.json` lists the font files of the folder under `onDemand`, each beside a coverage file: ``` NotoSansCJK.font/ face.json { group, role, aliases, license, onDemand = [ { name, file, coverage }, ... ] } kana.otf a font file (TTF / OTF) kana.coverage the codepoints it maps: "3000-30ff,ff01-ff5e,..." ... OFL.txt the license the files are distributed under ``` `onRegister` reads the coverage files and calls `font.declare(name, coverage, { file, family, role, aliases })` for each entry; no font file is read. The first time a label or a `text.*` object meets a character an entry covers and no installed face draws, the engine requests that entry: its file is read without blocking the frame and registered with `font.register`, and from then on every text surface draws the character from it. `font.onDemand()` reports each entry as `declared`, `requested`, `installed` or `failed`, and `font.prefetch(text)` requests the entries a text needs before it is drawn. `font.coverage(bytes)` writes a coverage file from a font file's character map. Splitting one large face into several entries (by script, and by how common a character is) means a session reads only the part its text reaches: the built-in `NotoSansCJK.font` is cut that way, and a page of Japanese reads its kana and common-ideograph entries alone. Every registered face, on-demand or not, is a per-glyph fallback for every family the UI holds: a character the selected family has no glyph for is drawn from the first face that has one. ## In the Inspector Selecting a font opens its **Font** section: the family the face registers under, its role and aliases from `face.json`, whether the text system has the family registered and, when it holds it, how many faces and which weights. Below the facts, a sample line is drawn in the family at 14, 20 and 32 px.
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assettype · born here
❒asset
# Component (asset type) A component is a reusable behavior + data unit attached to an entity. The component file declares public fields, methods, and lifecycle callbacks; the engine instantiates one per attachment and drives its hooks every frame. Components are the primary unit of gameplay code — movement, AI, animations, UI panels, network sync, and per-entity state all live here. ## When to use one - You need per-entity state that survives across frames. - You need per-entity behavior driven by engine lifecycle hooks (`start`, `update`, `onDestroy`). - You want to expose configurable fields to designers / `entity.spawn` callers / scenes without code changes. If you need a stateless pure-function library, use a `.module`. If you need to generate content declaratively, use a `.service`; compute work belongs in a `.computeShader`. ## Where it lives - Source: `/zero/source/.../<Name>.component/` - Identity: `<Name>` (the `.component` suffix strips from the identity, but the folder retains the suffix on disk). - Folder shape: - `init.luau` (or `init.lua`) — declares the component. **Required.** - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** The structural contract is enforced by `asset.validate` against this type's `type.yaml`. ## How to create one Always start with the scaffold — it guarantees the folder shape matches `type.yaml` from the moment it's on disk: ```luau asset.create("component", "<Name>") -- Creates: /zero/source/<Name>.component/ -- init.luau (canonical declare + public block + hooks stubbed) -- README.md (instance README template) ``` After scaffolding, edit `init.luau` to fill in the actual fields and behaviour. The component registers as soon as the file is written — hot-reload is automatic; no engine restart required. ## How it operates 1. **Registration.** Writing `init.luau` into a `.component/` folder indexes the asset, mints a guid (in the `.meta` sidecar), and surfaces the type to the engine's component registry. Same-frame visible to `entity.component.add`. 2. **Attachment.** `entity(id).component.add(name, data)` (or the batch form `tools.use("entityOps", "addComponents", targets, { [name] = data })`) attaches an instance. The `data` table's fields override the component's declared defaults; omitted fields take the declared default. The `data` values are copied into `public.*` BEFORE `awake()` runs. 3. **Lifecycle.** The hooks run in this order: - `awake()` — same frame as attach, immediately after the data copy. Initialise state, set up native bridges, register with other systems. Other components on the same entity may not have awoken yet. - `start()` — the next frame. Every component on the entity has completed `awake()` by then, so cross-component setup is safe here. - `update(dt)` — same frame as `start()`, then every frame after, for as long as the gameplay clock is running. `fixedUpdate(dt)` runs once per physics step, straight after it, with the step's `dt`, so a frame can run it several times or not at all; `editorUpdate(dt)` runs while the clock is held. Which of them ticks is decided by `engine.mode` AND `engine.paused` together — see **Per-frame hooks and the two axes** below, and `man modes`. - `onDestroy()` — when the component is removed via `component.remove` or when the owning entity is despawned. Release resources, drop native ECS components. For the full list (`onEnable`, `onDisable`, `fixedUpdate`, `editorUpdate`, `onPropertyChanged`, `onAssetReload`, `onModuleReload`, `onBeforeSave`, …) and the timing details, **read `man components` — that is the canonical lifecycle reference. Generic component patterns (declare blocks, public fields, sync, ECS bindings, typed methods) all live there.** 4. **Public surface.** Fields declared in `public` are inspectable, editable in the inspector, and persist with the entity. Methods are declared on that same table with a colon — `typed function public:method(args)` — and every one of them takes the component ref as `self`, so a caller invokes it with a colon too: `entity(id).component.get(name):method(args)`. That is the one calling convention a component ref answers to: the reflection methods `ref:fields()` / `ref:getField(name)` / `ref:setField(name, value)` take the same spelling. A function the chunk declares at file scope (`function helper()`) is the component's own, reachable from its hooks under its bare name; `public` is what the ref carries. 5. **Settings and the Inspector card.** `type.yaml` names the component's settings schema as `settings: { schema: { instance: "init.luau", export: "public" } }`: the `public` table IS the schema, and its values live on each entity the component is on, so `asset.schema(componentRef)` answers the Field descriptors and no values file exists. On an entity the Inspector shows the component as a card whose generic `settings` section edits those fields as typed controls, each edit checked against the schema and written to the live component as one undoable operation. `type.yaml` also names `inspector: { instance: "inspector.luau" }`: a component that ships an `inspector.luau` beside its `init.luau` shapes its card — the file returns `{ sections, replace, order }` (see `assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)` reading `ctx.component` (the live component) and `ctx.selection.id` (the entity). `SceneModule.component/inspector.luau` replaces `settings` with the bound module's declared inputs. 6. **Events.** An `events` block declares typed moments the component fires from inside — `events = { onHit = Event({ dmg = Field.number(0, NoSync) }) }`. The owner fires with `events.onHit:fire({ dmg = 10 })`; outside code subscribes through the proxy's subscribe-only facade, `entity(id).component.get(name).events.onHit:connect(fn)` (`:once` / `:wait` too). Pass `Sync` as the event's second argument to replicate a fire to other peers. Events let one component react to another's moments without polling. Full reference: **`man components`**, Events section. 7. **Hot reload.** Editing `init.luau` reloads the component definition; live instances are reconciled with the new declaration in-place, and each crosses one lifecycle boundary: `onDestroy()` ends the running life, then `awake()` and `start()` construct the one that replaces it, and `update()` resumes on the next frame. `public` and `private` values carry across; module-level `local`s belong to the chunk, so the new life starts with them at their initial values and its `awake`/`start` are what fill them in. Whatever the old life handed elsewhere — a subscription, a shared registration, a spawned entity — is released in `onDestroy`, the call that pairs with the construction about to run. An edit that leaves the source byte-identical crosses no boundary at all. A field carries its value across when something stated it: a key of the `data` table the instance was attached with (a scene record's data is that table), or a write made since. Every other field takes the edited source's declared default, so changing a default reaches every instance that left the field to it. An instance that states its own value for a field whose default the edit changed keeps that value, and the reload logs a `[HotReload]` warning naming the field, the entity, the value kept and both defaults. ## Discovery - `asset.list("component")` — every registered component (engine + world + libraries). - `asset.inspect("<name>")` — identity, scope, public fields, lifecycle methods, source path, and this type README. `detail` carries the component's declared `fields`, `methods`, and `events`, parsed from its source — `tools.use("assets","describe", "<name>")` renders it as markdown, so a component's events are visible without opening its source. - `ls /zero/source/<Name>.component` lists the files the folder holds. - `entity(id).component.list()` — components attached to an entity. ## Per-frame hooks and the two axes `engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay clock) are independent, and the per-frame hooks read them separately: - `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is running** — whichever mode the engine is in. - `editorUpdate(dt)` ticks while **the clock is held** — because the mode is `edit`, or because play is paused — and also alongside `update` whenever edit is running. Which gives four states, and this table is the contract: | `engine.mode` | `engine.paused` | hooks that tick | |---|---|---| | `edit` | `true` | `editorUpdate` | | `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` | | `play` | `false` | `update`, `fixedUpdate` | | `play` | `true` | `editorUpdate` | Entering edit sets `paused = true` and entering play sets it back to `false`, so a session that never writes `engine.paused` only ever sees rows 1 and 3 — which is where the shorthand "`update` is the play tick, `editorUpdate` is the edit tick" comes from. It is the two default rows of a four-row table, not the rule. **Row 2 is the one that surprises.** With `engine.paused = false` in edit — set by hand, or by a tool that advances the gameplay clock to sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate` both fire, once each, every frame. A component that declares both and routes them to one body therefore runs that body **twice per frame**: ```luau local function drive(dt) ... end function update(dt) drive(dt) end function editorUpdate(dt) drive(dt) end -- twice per frame in row 2 ``` Nothing reports the doubling; it reads as an animation running at twice its intended speed. To get exactly one tick per frame in every row, ask which axis you meant and answer it in the body: ```luau function update(dt) drive(dt) end function editorUpdate(dt) if engine.paused then drive(dt) end end ``` A scene `entrypoint.luau` declaring the same two hook names is dispatched by the scene loader, not by this table: there `update` needs play AND running, `editorUpdate` needs edit, and play-paused ticks neither. Read `man scenes` before carrying a component's rule to an entrypoint. ## Authoring conventions - Annotate public fields with `--!desc` so the inspector + LSP show documentation alongside the field name. - Declare lifecycle hooks (`start`, `update`, `onDestroy`) explicitly rather than relying on engine defaults — readers can see at a glance what runs when. - Keep `update(dt)` cheap — it runs every frame per instance. Move heavy work to `start`, to a `.computeShader`, or behind a job (`man jobs`). - For multi-entity batching, prefer `tools.use("entityOps", "addComponents", targets, components)` over a loop of `entity(id).component.add` — it takes many targets and many components in one call. ## Common pitfalls - **Naming.** The component identity is the folder stem with `.component` stripped (e.g. `<Spinner>.component/` → identity `Spinner`). Don't repeat the suffix in the identity passed to `component.add`. - **`init.lua` vs `init.luau`.** Either is accepted (it's a `one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both in one folder is invalid. - **`update` in edit mode.** It runs whenever the gameplay clock is running, and entering edit stops that clock — so `update` is idle in a freshly-entered edit session and ticks again the moment anything sets `engine.paused = false`. Use `tools.use("wld", "play")` to test update logic under the mode it ships in; `tools.use("wld", "edit")` to return. See **Per-frame hooks and the two axes** above. - **Renaming.** Renaming the folder changes the identity. References to the component are recorded against the component itself, so renaming or moving it does not break them. ## Related types - `.module` — pure-function library, no per-entity state. - `.service`: a declarative content generator, no per-entity state. - `.preset` — a captured component configuration, replayable into `component.add` without re-typing fields. - `.bundle` — entity hierarchies that may carry component attachments as part of the bundle. ## In the Inspector Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
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assettype · born here
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# Shader (asset type) A shader is a WGSL program that runs on the GPU. Materials reference shaders and supply property values; renderable entities reference materials, not shaders directly. This README is the canonical reference for writing **every** kind of shader — it covers all domains, the surface authoring contract, the material property schema, the engine library functions you can call, and how a shader registers and compiles. > New to how shaders, materials, meshes, and textures relate as assets and live > GPU resources? Read `core/resource-model` first. ## Folder shape A `.shader` is a folder asset: ``` <name>.shader/ shader.wgsl # the WGSL body (required) properties.yaml # the material property schema (optional; surface shaders) README.md # a one-paragraph description of THIS shader (required) .metadata # asset metadata ``` Each file carries a committed `.meta` sidecar pinning its stable guid. The identity is `<name>` (the `.shader` suffix strips). A shader's material properties are exactly the ones its `properties.yaml` declares: a shader with no `properties.yaml` declares none, and the engine reads no property from the WGSL body. A `.wgsl` file standing on its own, outside a `.shader` folder, is WGSL source rather than a shader: a material draws with the `.shader` folder that holds it as `shader.wgsl`. Materials and other assets reference a shader by **AssetRef** (a typed, guid-backed handle), never by a raw string. ## Domains The first line of `shader.wgsl` declares the domain: ```wgsl // @domain: surface ``` | Domain | What it is | You write | |---|---|---| | `surface` | A material on a mesh (the common case). | `fragment()` (+ optional `vertex()`/`vertex_clip()`). The engine generates everything else. | | `post-process` | A full-screen pass over the rendered frame, in the space it declares (bloom, vignette, grade). | `fragment(in: PostInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `screen` | A standalone full-screen visual (UI background, procedural). | `fragment(in: ScreenInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `sky` | The sky background (a fullscreen material). | `fragment(in: SkyInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `compute` | GPU data processing, no rasterization. | An `@compute @workgroup_size(...)` entry over storage buffers; you write the `@group/@binding` lines yourself. For compute work, the `.computeShader` assetType (see below) generates them for you. | `// @domain:` resolves the names above and `postprocess` / `screenspace` / `ui` as further spellings of `post-process` and `screen`. A body carrying no `@domain:` line is `surface`. `shaderRef:domain()` answers the domain a body declares, a further spelling as the domain it names. Any other name is refused where the shader registers, with an error naming the spellings that resolve, so a shader reaches the renderer only under a domain the compiler scaffolds. Particles are drawn and simulated through these domains like anything else: the particle package's `particle_sprite` and `particle_mesh` are `surface` shaders, and its simulation, culling and sorting steps are `.computeShader` assets. ## Texture coordinate space A shader that samples a texture through a coordinate it builds itself declares which space that coordinate lives in, on a line beside `@domain:`: ```wgsl // @domain: surface // @uv_space: world ``` | Value | The coordinate | A material's `uv_scale` means | |---|---|---| | `mesh` (the default) | The mesh's own UV attribute, `input.uv`. | How many times the texture repeats across a surface. | | `world` | The fragment's world position, as a triplanar projection samples. | How many times the texture repeats per world unit, so a larger surface carries more. | Texture residency reads the declaration to work out how finely a frame samples each texture: a material laying eight copies of its texture across a surface samples each copy at an eighth of the surface's size, and the mip level that serves it is three levels coarser than the surface's own footprint implies. Leaving the line out puts the shader in mesh space, which is what sampling `input.uv` is. `renderer.textureStreaming().textures` reads back the span each texture was measured at and the level that span asked for. **Compute shaders have their own assetType.** A `.computeShader/` folder gives compute the same zero-scaffolding contract surface/sky/post/screen get: you write only `@compute fn main` (+ helper fns/structs, **no `@group/@binding` lines**) and declare bindings in a sibling `bindings.yaml` (storage buffers, textures, samplers, storage textures, plus a `params:` uniform); the engine generates the `@group(0)/@binding(N)` declarations. Dispatch it through a resolved reference (`asset.resolve("name", "computeShader"):dispatch(...)`). See the `.computeShader` assetType README and `man compute`. **Surface**, **sky**, **post-process**, and **screen** shaders all get engine-generated scaffolding — you write only `fragment()` and declare properties in `properties.yaml`; the engine generates the entry points and the group(1) material interface. (Each domain's `fragment` takes a domain-specific input instead of `FragmentData`: `SkyInput`, `PostInput`, or `ScreenInput` — see "Sky shaders" and "Post-process & screen shaders" below.) Compute shaders get the same treatment via the separate `.computeShader` assetType (write only `@compute fn main`, declare bindings in `bindings.yaml`). The `compute` domain here writes its own entry points directly — see `man compute`. ## Surface shaders A surface shader writes **only** the parts that are unique to it. The engine owns all the scaffolding — the vertex stage, every render-mode entry point (`vs_main` / `fs_forward` / `fs_gbuffer`), group(0) (camera, transforms, lights, shadows, and the material rows), and the material interface generated from `properties.yaml` (`material` and your texture slots). Adding a render path never touches your shader. Inside `fragment()` you have access to exactly four things — nothing is hidden: 1. **`input: FragmentData`** — the interpolated per-fragment surface data the engine hands you: world position, world normal, uv, view direction, vertex colour, and more. Every field is in the `FragmentData` table below. 2. **`material.*` and your textures** — the material inputs **you** declare in `properties.yaml`. The mapping is mechanical: a scalar property named `foo` becomes `material.foo`; a texture property named `bar` becomes `bar` (the texture) and `bar_sampler` (its sampler). `material` has **exactly** the fields your `properties.yaml` declares and no others — to add an input, add a property. List what a shader exposes with `shaderRef:getProperties()` or `asset.inspect("<name>")`. 3. **Engine state** — the scene's camera, lights, time, and shadows that the renderer binds for every surface shader. `uniforms.*` (sun direction/colour, ambient, `camera_pos`, `time`) and the punctual lights (`zero_point_light(i)`) are always in scope; the shadow functions come from `#include "@builtin::shaderModules.shadows"`. This is how you light a surface **without** the prebuilt PBR — see "Engine state" and "Writing your own shading" below. 4. **Library functions** you `#include` (see "Library includes"). A shader and its property schema go together. The two files below are a complete surface shader: `properties.yaml` — declares the material inputs: ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } - { name: roughness, type: float, default: 0.5, min: 0, max: 1 } - { name: metallic, type: float, default: 0.0, min: 0, max: 1 } - { name: base_color_texture, type: texture, default: white } ``` `shader.wgsl`; those declarations are read as `material.base_color`, `material.roughness`, `material.metallic`, and the `base_color_texture` / `base_color_texture_sampler` pair: ```wgsl // @domain: surface #include "@builtin::shaderModules.pbr_shading" // the PBR helpers — see "Library includes" fn fragment(input: FragmentData) -> vec4<f32> { var s = zero_pbr_default_surface(input); s.albedo = material.base_color.rgb * textureSample(base_color_texture, base_color_texture_sampler, input.uv).rgb; s.perceptual_roughness = material.roughness; s.metallic = material.metallic; return vec4<f32>(zero_pbr_shade(input, s), material.base_color.a); } ``` `fragment()` returns the final colour. The engine forces no lighting model on you — flat, toon, PS1, dithered, or PBR are all just different `fragment()` bodies. Calling `zero_pbr_shade` is opt-in. ### The two surface bodies, and what each gives up A surface shader exposes one of two entry points, and which one decides how much of the shader the engine can see: | Body | The engine gets | PBR debug passes read | |---|---|---| | `fn fragment(input: FragmentData) -> vec4<f32>` | the finished pixel, and the `PbrSurface` too when the body hands one to `zero_pbr_shade` | the real channel where a surface was handed over; magenta, the "no data here" marker, where the body shades by its own math | | `fn surface(input: FragmentData) -> PbrSurface` | the surface (albedo, roughness, metallic, emissive, normal, occlusion), which the engine then lights | the real channel | Both are first-class: `fragment()` is what you want when the shader owns its own look, `surface()` when you want engine lighting. `capture { pass = "albedo" }` (and `roughness` / `metallic` / `ao` / `emissive`) answers about your material for either body wherever the engine has the surface — writing the same `PbrSurface` behind `surface()` or behind `fragment()` + `zero_pbr_shade` gives one answer per channel. A body that lights itself by its own math draws those channels magenta. `pbr.shader` exposes `surface()`. `capture { pass = "normal" }` is a geometry read rather than a material one, so it answers for every shader: the normal of the surface where one was handed over, and the interpolated normal of the triangle where none was. It is the same normal the frame's normal buffer carries, which is what a screen-space pass reading `@scene.normal` sees. `shaderRef:shadingModel()` reports which one a shader ended up with — `"engine-lit"` for `surface()`, `"self-shading"` for `fragment()`. ### Optional vertex hooks ```wgsl // Displace geometry in OBJECT space. Runs on skinned meshes too (it sees the // already-skinned, morph-applied local position). Return the modified vertex. // The `v` parameter is immutable (WGSL function params are), so copy it into a // `var` first and modify that. fn vertex(v: VertexData) -> VertexData { var out = v; out.position += out.normal * sin(out.time) * 0.1; return out; } // Post-transform vertex hook (runs AFTER the engine's world/skin/projection). Two // things you can do here, separately or together: // * move `clip_position` — vertex jitter, PS1 snapping, render-resolution lowering; // * write `color` — PER-VERTEX (Gouraud) shading: light the vertex from its // world_normal + the light context and the engine forwards the result into the // interpolated `vertex_color` the fragment reads. fn vertex_clip(v: ClipVertex) -> ClipVertex { var out = v; // Gouraud: Lambert sun + ambient, evaluated once per vertex (flat-banded shading). let n_dot_l = max(dot(v.world_normal, -normalize(v.light_direction)), 0.0); let lit = v.ambient_color * v.ambient_intensity + v.light_color * v.light_intensity * n_dot_l; out.color = vec4<f32>(v.color.rgb * lit, v.color.a); out.clip_position = round(out.clip_position * 80.0) / 80.0; // PS1 snap return out; } ``` #### Declaring how far a hook moves geometry: `vertexBoundsDilation` Static geometry is culled per cluster against its bounds as authored. A hook that moves vertices — wind sway, an outline hull, a vertex wave — can move them outside those bounds, and the cull then drops clusters whose displaced triangles are still on screen. Declare the farthest the hook moves any vertex, in world units, as a `vertexBoundsDilation` float property, with a default that covers the shader's own properties across their ranges: ```yaml properties: - { name: sway, type: float, default: 0.5, min: 0, max: 4 } # 0.4 x sway, at sway's largest value. - { name: vertexBoundsDilation, type: float, default: 1.6, min: 0, max: 100 } ``` Each material sets its own value — a material that sways less can set less, one moved farther sets more — and a material that sets none takes the default. The cull adds the material's value to every bound in its frustum and occlusion tests (not to the level-of-detail cut). A shader with a hook and no `vertexBoundsDilation` property is named once in the engine log when it compiles; its geometry is culled against its undisplaced bounds. ### Structs the engine passes you `FragmentData` (input to `fragment()`): | Field | Type | Meaning | |---|---|---| | `world_position` | `vec3<f32>` | fragment world-space position | | `world_normal` | `vec3<f32>` | interpolated geometric normal (normalized) | | `world_tangent` | `vec4<f32>` | xyz = world tangent, w = handedness (mikktspace) | | `uv` | `vec2<f32>` | primary texture coordinates (perspective-correct) | | `affine_uv` | `vec2<f32>` | the same UVs interpolated **without** perspective correction — the PS1 texture "swim". Always available; sample with it instead of `uv` for affine texture mapping | | `vertex_color` | `vec4<f32>` | interpolated per-vertex colour (white if unset; carries per-vertex lighting if `vertex_clip()` wrote it — see Gouraud below) | | `view_position` | `vec3<f32>` | camera world position | | `view_direction` | `vec3<f32>` | normalized world-space direction to the camera | | `light_direction` | `vec3<f32>` | directional (sun) travel direction, unit length; surface→sun is `-light_direction`. Where no sun reaches the camera it points straight down | | `light_color` | `vec3<f32>` | sun colour | | `light_intensity` | `f32` | sun intensity; 0 where no sun reaches the camera | | `ambient_color` | `vec3<f32>` | ambient colour | | `ambient_intensity` | `f32` | ambient intensity | | `frag_coord` | `vec4<f32>` | framebuffer pixel coords (xy) + depth (z) — for screen-space dither | | `receives_shadows` | `f32` | per-instance: > 0.5 if this surface receives shadows | | `material_index` | `u32` | per-instance: the index standing for the material this surface draws with — the number `renderer.materialIdentity()` maps to a name | | `shader_data` | `array<vec4<f32>, 4>` | per-instance: this entity's own four `vec4` lanes — its `ecs.ShaderData` component's `lane0`..`lane3`, or what `renderer.instanceData.set` put in them (zero until something does). A procedural graph's elements set them through the `data0`..`data3` attributes | | `front_facing` | `bool` | true for front faces (double-sided shading) | | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | `shader_data` is the per-instance channel, and it is what lets ONE material serve many entities that differ in a value — a dissolve at its own progress per subject, a hit flash at its own age, a fill level per instance. The alternative is a material per entity, which is a separate pipeline binding and a separate row in the material table for every one of them. ```wgsl const DISSOLVE_LANE: u32 = 0u; fn fragment(input: FragmentData) -> vec4<f32> { let progress = input.shader_data[DISSOLVE_LANE].x; ... } ``` ```lua -- one material on twenty entities, each at its own progress renderer.instanceData.set(subject, 0, progress) renderer.instanceData.clear(subject) -- back to zero lanes ``` The engine attaches no meaning to a lane: a shader and whatever writes it agree what each one carries. Name the indices in the module that writes them. `renderer.instanceData.laneCount()` is how many there are. The same lanes reach a hardware-instanced population through `renderer.mesh.drawInstanced`'s `instanceDataBuffer`, on slots no entity owns. `VertexData` (in/out of `vertex()`): `position` (object-local, model-scale + morph applied), `normal`, `uv`, `color`, `time`. `ClipVertex` (in/out of `vertex_clip()`) — the post-transform vertex. Read context: `clip_position`, `world_position`, `world_normal`, `uv`, `view_position`, `view_direction`, `light_direction`, `light_color`, `light_intensity`, `ambient_color`, `ambient_intensity`, `time`, `view_proj` (the view-projection of the frame being evaluated), and where the vertex stands on its instance: `local_position` (its position in the mesh, after `vertex()` and before the instance's world transform), `object_origin` (the world position of the instance's origin), `object_scale` (the world length of the instance's x, y and z axes) and `object_axes` (`mat3x3<f32>`, the world direction of those axes, unit length) — what a camera-facing card, a shard grown about its own base, or anything placed per instance is built from. **Writable:** `clip_position` (snap / jitter) and `color` (write a lit colour here for per-vertex Gouraud shading; the engine forwards it to the interpolated `vertex_color` — left untouched, the mesh's own vertex colour passes through). `vertex()` and `vertex_clip()` run in the vertex stage, which reads the frame uniforms (`uniforms.*`, and the `ClipVertex` members built from them), the scene buffer (`zero_object_data`, `zero_object_visuals`, the node transforms), the material interface and a `read` buffer property. The point, spot and area lights (`zero_point_light`, `zero_punctual_projection`), the shadow maps, the environment and light probes, the feature textures, the scene depth, colour and reflection copies and a `@group(2)` buffer the shader declares `read_write` are visible to the fragment stage alone: read them in `fragment()` or `surface()`. A shader whose vertex hook reaches one fails to compile, and the error names the stage, the binding and the calls that reach it. ### Each hook runs twice: this frame and the one before it A vertex hook decides where the surface IS, so it also decides where the surface WAS. The engine runs every hook a shader declares a second time, over the same vertex standing one frame back — the previous-frame position stream, with `time` = the clock that frame was drawn at and (for `vertex_clip()`) `view_proj` = the view-projection it was drawn with. The motion vector the renderer publishes is taken between the two results, so a displacement that moves with time reports the velocity of the displaced surface, and a displacement that does not move reports the motion of the transform alone because the identical offset appears on both evaluations and cancels. What that asks of a hook: - **Take the frame from the argument.** `v.time` is the clock of the evaluation being run; `uniforms.time` is always this frame's. A displacement built on `uniforms.time` is identical on both evaluations, so its motion vector cancels to exactly zero. The same holds for `v.view_proj` against `uniforms.view_proj`: a clip hook that rebuilds its position from world space through `uniforms.view_proj` reprojects the previous frame with this frame's camera, and reports no camera motion at all. The wind helpers come in both shapes for this reason — `zero_wind_sway_at_time(world_pos, stiffness, v.time)` inside a hook, `zero_wind_sway(world_pos, stiffness)` outside one. - **Anchor a wrap to `uniforms.time`.** A displacement that jumps discontinuously — a falling drop that restarts at the top, a looping offset — differences its jump as velocity on whichever frame it wraps. Compute the wrap COUNT from `uniforms.time` and the position within the cycle from `v.time`, and both evaluations share the same cycle, so the surface reports the speed it fell at. `@builtin::shaders.rain_material` and `snow_material` do exactly that. The per-vertex attributes (`world_normal`, `uv`, `color`) and the lighting and camera-position context are this frame's on both evaluations, so a hook that displaces along its normal reports the motion of the transform plus this frame's displacement. ## Engine state — point lights & shadows The common lighting state — the sun (`input.light_direction` / `light_color` / `light_intensity`), the ambient (`input.ambient_color` / `ambient_intensity`), the camera (`input.view_position` / `view_direction`), and `input.time` — is already on `FragmentData`, so most shaders never touch the raw engine state. The one thing not on `FragmentData` is the punctual-light array (its length varies), which is always in scope: | Expression | Type | Meaning | |---|---|---| | `uniforms.point_light_count` | `u32` | number of active point/spot lights | | `zero_point_light(i)` | `PointLightData` | one point or spot light (fields below) | | `zero_punctual_projection(i)` | `PunctualProjection` | a spot or area light's projection: `view_proj`, the frustum its cookie and shadow are placed by, and `cookie_layer` | `PointLightData`: `position`, `radius`, `color`, `intensity`, `direction`, `cone_outer_cos`, `cone_inner_cos`, `kind` (0 = point, 1 = spot). Shadows come from `#include "@builtin::shaderModules.shadows"`: - `compute_directional_shadow_factor(world_pos, normal, light_dir) -> f32` — 1.0 lit, 0.0 fully shadowed. - `compute_spot_shadow_factor(...)` / `compute_point_shadow_factor(...)` / `compute_area_shadow_factor(...)` — one shadow shape each. - `compute_punctual_shadow_factor(light_index, world_pos, normal) -> f32` — the row's own shape, read off its `kind`, for a loop that walks the punctual lights and does not want the switch. - `zshadow_light_reach(light_index, world_pos, normal, object_channels) -> f32` — how much direct light that row puts on a surface on those light channels: the channel mask, falloff, cone or rect orientation, and the cosine, times intensity. Zero exactly where the light contributes nothing. ## Writing your own shading The engine forces no lighting model — `zero_pbr_shade` is just one option. You can light a surface yourself from the state above. Here is a complete custom-lit (Lambert diffuse) surface with no PBR: ```wgsl // @domain: surface #include "@builtin::shaderModules.shadows" // exposes compute_directional_shadow_factor fn fragment(input: FragmentData) -> vec4<f32> { let n = normalize(input.world_normal); let albedo = material.base_color.rgb; // Directional (sun) light: Lambert N·L, attenuated by its shadow. let sun = normalize(-input.light_direction); // surface -> sun let sun_shadow = compute_directional_shadow_factor(input.world_position, n, input.light_direction); var lit = input.light_color * input.light_intensity * max(dot(n, sun), 0.0) * sun_shadow; // Point + spot lights (the punctual-light array, varying length). for (var i = 0u; i < uniforms.point_light_count; i = i + 1u) { let pl = zero_point_light(i); let to_light = pl.position - input.world_position; let dist = length(to_light); let l = to_light / max(dist, 1e-4); let atten = max(1.0 - dist / max(pl.radius, 1e-4), 0.0); lit += pl.color * pl.intensity * max(dot(n, l), 0.0) * atten; } // Ambient fill. lit += input.ambient_color * input.ambient_intensity; return vec4<f32>(albedo * lit, material.base_color.a); } ``` - **Unlit:** skip the lights and return your colour directly. - **Toon / PS1 / custom:** start from the loop above and band, quantize, or warp it however you like. - **PBR:** build a `PbrSurface` and call `zero_pbr_shade` (see "Library includes") instead of writing the BRDF by hand. ## Material properties — `properties.yaml` A surface shader declares its material properties in a sibling `properties.yaml`. The engine GENERATES the entire group(1) interface from it — the uniform struct (`material.<name>`) plus a texture/sampler pair per declared texture. You write no `@group`/`@binding` lines. ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } - { name: roughness, type: float, default: 0.5, min: 0, max: 1 } - { name: metallic, type: float, default: 0.0, min: 0, max: 1 } - { name: emissive, type: color, default: [0, 0, 0, 1] } - { name: base_color_texture, type: texture, default: white } - { name: normal_texture, type: texture, default: flat_normal } ``` | `type` | WGSL field type | Notes | |---|---|---| | `float` | `f32` | optional `min`/`max` for editor sliders | | `float2`/`float3`/`float4` | `vec2/3/4<f32>` | | | `color` | `vec4<f32>` | sRGB colour, default is `[r,g,b,a]` | | `int` | `i32` | | | `bool` | `u32` | | | `texture` | `texture_2d<f32>` + `sampler` | `default:` is a built-in texture name (`white`, `black`, `flat_normal`) | In the shader you read scalars as `material.<name>` and sample textures as `textureSample(<name>, <name>_sampler, uv)`. A texture slot with no bound texture samples its default, so a shader can always sample — no presence flag needed. `vertex()` reads the same material interface, so a height or deformation map drives displacement from the slot it was bound to. A vertex stage has no implicit derivatives, so sample it at an explicit mip there: `textureSampleLevel(<name>, <name>_sampler, uv, 0.0)`. ## Sky shaders A `// @domain: sky` shader draws the sky as a fullscreen pass. You write **only** `fn fragment(in: SkyInput) -> vec4<f32>` — the colour along the view ray for each pixel — and declare tunables in `properties.yaml` exactly like a surface shader (read as `material.<name>`, textures via `textureSample(<name>, <name>_sampler, uv)`). The engine generates the fullscreen `vs_main`/`fs_main`, the group(1) interface, and reconstructs the world-space ray; there is no separate sky renderer — a sky material runs through the same material pipeline, just on a fullscreen triangle. A sky pipeline binds group(0) and the group(1) interface alone, so a sky that reads a `buffer` property or any other `@group(2)` binding fails to compile, and the error names the binding and the calls that reach it. `SkyInput` (the only argument) carries: | Field | Type | Meaning | |---|---|---| | `ray_dir` | `vec3<f32>` | normalized world-space ray through this pixel | | `ndc` | `vec2<f32>` | screen position in NDC `[-1, 1]` | | `sun_direction` | `vec3<f32>` | unit vector TOWARD the sun (from the directional light) | | `camera_pos` | `vec3<f32>` | world-space camera position | | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | ```wgsl // @domain: sky fn fragment(in: SkyInput) -> vec4<f32> { let up = max(in.ray_dir.y, 0.0); let col = mix(material.horizon_color.rgb, material.zenith_color.rgb, up); return vec4<f32>(col * material.exposure, 1.0); } ``` Day/night comes from `sun_direction.y` (the directional light's elevation), so a sky shader never needs a time-of-day uniform — orient the light and the sky follows. The builtin sky shaders (`procedural_sky`, `solid_sky`, `cubemap_sky`, `equirect_sky`) are all authored this way; author a custom sky material and point a `Skybox` component at it. ## Post-process & screen shaders `// @domain: post-process` and `// @domain: screen` shaders are authored exactly like surface and sky — you write **only** `fn fragment(in: PostInput) -> vec4<f32>` (post) or `fn fragment(in: ScreenInput) -> vec4<f32>` (screen) and declare tunables in `properties.yaml` (read as `material.<name>`, textures via `textureSample(<name>, <name>_sampler, uv)`). The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) material interface. **There are no `uniforms.params[i]` slots** — that convention is retired; every input is a named property. A **post-process** shader's `properties.yaml` carries one further, top-level key beside `properties:` — `space`, either `light` (the default) or `display`: ```yaml space: display properties: - { name: amount, type: float, default: 1.0, min: 0, max: 1 } ``` `light` is the scene's linear radiance — what every surface, the sky and every `afterLighting` feature write, unbounded above 1.0. `display` is the code values the `__display__` pass leaves behind after applying exposure and its tone curve — the 0-1 range a colourist's tool and a dithered or quantized effect expect. `postprocess.add`'s `opts.space` overrides what the asset declares for one registration. The chain converts at both ends of an effect that runs on a segment in the other space, so a light-space vignette still darkens a frame graded after `__display__`, and a lookup table built from a `.cube` export always sees the code values it was authored against, wherever the chain runs it. `space` also decides which layer a registration that names none lands on: a `light` shader grades `scene`, the segment holding the scene's own light, and a `display` shader grades `all`, the picture after `__display__` with the UI on it. So `postprocess.add("glow", asset.resolve("~.shaders.bloom", "shader"))` thresholds highlights that still stand above 1.0, and a lookup table registered the same way reads the code values it was built for. `opts.layer` names one explicitly — `"all"` is what an effect that must grade the interface says. A **post-process** shader's `properties.yaml` carries a further, optional top-level key — `passes:`, the pass list the frame draws through, in order: ```yaml space: light passes: - { name: bright, entry: bright, scale: 0.5, inputs: [scene] } - { name: down1, entry: downsample, scale: 0.25, inputs: [bright] } - { name: up0, entry: upsample, scale: 0.5, inputs: [down1, bright] } - { name: composite, entry: composite, inputs: [scene, up0] } ``` Every pass's entry — `fn <entry>(in: PostInput) -> vec4<f32>` — lives in the one `shader.wgsl` the assetType recompiles on. `scale` is the fraction of the view a pass draws at; the LAST pass takes none, since it draws at the view's size and writes the chain's output. `inputs` names what a pass reads — `"scene"`, the chain's input for this effect, or the name of an EARLIER pass — and `inputs[0]` is what `zero_sample_scene(uv)` reads inside that pass's body; every input, `inputs[0]` included, is also reachable by index through `zero_pass_input(i, uv)` and `zero_pass_input_size(i)`, below. The one place the two reads of `inputs[0]` disagree: in an effect whose declared space differs from the segment it draws on, `zero_sample_scene` converts a `scene` input into that space while `zero_pass_input(0, uv)` hands back the segment's own, unconverted value. A shader declaring no `passes:` is one pass whose entry is `fragment`, and its generated WGSL is byte-identical to what it is without the key. A pass that is not the last writes a scratch target the effect owns — in the space the shader declared, view-sized times its own `scale` — allocated on the first draw and replaced whenever the size changes. `engine.params`, below, carries the drawing pass's own index, its scale, and its first input's texel size, so one shader body serves every level of a chain built this way. The worked example is the bloom: `@builtin::shaders.post.bloom` declares twelve passes — a threshold pass, five downsamples, five tent upsamples and a composite — out of four entries, since the five downsamples share one and the five upsamples share another, each level reading the one below it through `zero_pass_input` and telling itself apart by `engine.params`. Its own README walks the declaration. A declaration is refused at compile time — reported through `compileStatus()`, `postprocess.add`'s second return value, or a live effect's `status()[i].error` — for: an entry `passes:` names that `shader.wgsl` does not define; an input naming a later pass, or naming neither `scene` nor an earlier pass; a `scale` outside `(0, 1]`; a `scale` declared on the last pass; a `buffer` property (group(2) carries the pass inputs); or a shader whose group(0) plus declared texture slots plus widest pass's inputs ask for more than the 16 FRAGMENT sampled textures one shader stage has. A **post-process** shader runs as a full-screen pass over the already-rendered frame. Its `fragment` argument and framework helpers: `PostInput`: | Field | Type | Meaning | |---|---|---| | `frag_coord` | `vec4<f32>` | framebuffer pixel coords (`@builtin(position)`) | | `uv` | `vec2<f32>` | screen UV, `(0,0)` top-left … `(1,1)` bottom-right | Framework helpers (always in scope — no include needed): | Call | Returns | Meaning | |---|---|---| | `zero_sample_scene(uv)` | `vec4<f32>` | the rendered scene colour at `uv`, converted into the space this effect declared (`zero_scene_light` is the same call, for content that reads it by that name) | | `zero_scene_depth(uv: vec2<f32>)` | `f32` | scene depth at `uv` — a screen UV here, where the surface domain's `zero::scene_depth` module takes a pixel coordinate under the same name (exact texel — an R32Float copy). Reversed: 1.0 is the near plane, 0.0 the far plane and empty sky, so a nearer surface reads GREATER and `d > 0.0` means "a surface was drawn here" | | `zero_linear_depth(d, near, far)` | `f32` | that sample as a distance in metres — the one inversion of the reversed range | | `zero_scene_motion(uv)` | `vec2<f32>` | per-pixel screen-space motion vector at `uv` | | `zero_pass_input(i, uv)` | `vec4<f32>` | the pass's declared input `i`, at `uv`. Input 0 is what `zero_sample_scene` reads | | `zero_pass_input_size(i)` | `vec2<f32>` | that input's size in texels, so one entry serves every level of a chain | Engine data uniform `engine` (a `PostEngineData`): | Field | Type | Meaning | |---|---|---| | `resolution` | `vec4<f32>` | `x`=width, `y`=height, `z`=1/width, `w`=1/height | | `time` | `vec4<f32>` | `x`=elapsed seconds, `y`=dt, `z`=frame index | | `view_proj` | `mat4x4<f32>` | this frame's view-projection | | `prev_view_proj` | `mat4x4<f32>` | last frame's view-projection (motion) | | `inv_view_proj` | `mat4x4<f32>` | inverse view-projection (world-space reconstruction) | | `params` | `vec4<f32>` | `x`=this pass's own index, `y`=the scale it draws at, `zw`=1/size of its first input — for a pass the post-process chain draws. A pass a `renderFeature` fragment pass draws carries that feature's `spec.params` here instead; a shader declaring `passes:` is always drawn by the chain, so the two never meet in one shader. | The engine fills all of it **per render target**. A registered effect runs over the live viewport's frame AND over every offscreen one — a `capture` from a world-space station or orbiting an entity, a capture of a named camera, a render-to-texture camera — and in each of those, `view_proj`, `prev_view_proj` and `inv_view_proj` are the camera THAT render was drawn from, while `resolution` is that target's own pixel size. So a pass reconstructing world space from `zero_scene_depth(uv)` reconstructs against the station and lens the capture asked for, and an offscreen frame is a picture of the effect as it stands at that station. (A render feature's passes reach an offscreen render the same way, against the same camera — the `renderFeature` assetType README carries that half, including `@frame.camera`, its own per-target camera input.) An offscreen render keeps no view history of its own, so `prev_view_proj` there holds that same matrix rather than the frame before it, and a pass taking camera motion from the two reads none. On the viewport the pair is a frame apart, so camera motion is the one reading a capture answers differently from the screen. `postProcessing = false` on a capture is the one control that takes the chain off the frame it returns; it names the camera property the ephemeral capture camera is built with, so it scopes to that one capture. What a capture opts out of is the registered effects; `__display__` still runs on it, so the exposure and tone curve that turn the scene's light into a picture are on what a capture returns. A diagnostic capture (`albedo`, `normal`, `motion_vectors`, …) bypasses `__display__` itself, since a channel like that is a reading of the scene rather than a graded picture of it. The environment-cube capture bypasses it too, and for the same reason: a probe face carries radiance into the cube array, and `__display__` would fit that radiance to a display's code values — a picture of it rather than the value the PBR indirect term multiplies into its lighting. A complete post-process effect — a vignette via `fragment()` + `properties.yaml`: `properties.yaml`: ```yaml properties: - { name: intensity, type: float, default: 0.5, min: 0, max: 1 } - { name: radius, type: float, default: 0.75, min: 0, max: 1 } - { name: softness, type: float, default: 0.45, min: 0, max: 1 } ``` `shader.wgsl`: ```wgsl // @domain: post-process fn fragment(in: PostInput) -> vec4<f32> { let color = zero_sample_scene(in.uv); let intensity = max(material.intensity, 0.01); let radius = max(material.radius, 0.01); let softness = max(material.softness, 0.01); let center = in.uv - vec2<f32>(0.5); let dist = length(center); let vignette = smoothstep(radius, radius - softness, dist); let darkened = color.rgb * mix(vec3<f32>(1.0), vec3<f32>(vignette), intensity); return vec4<f32>(darkened, color.a); } ``` The asset above **defines** the effect. It enters the frame when something registers it: ```luau postprocess.add("vignette", asset.resolve("~.shaders.vignette", "shader"), { priority = 200 }) ``` The registration names no layer, so the effect grades the layer its `space` belongs to: this vignette reads light, so it runs on `scene`, over the picture before the UI reaches it. Registering it is the one step that makes it render, so a world's chain holds exactly the passes its content asked for. Editing the shader body afterwards recompiles every effect registered from it, in place — the pass keeps its enabled state, priority, layer, tuned property values and bound textures, and draws the new pixels on the next frame. `postprocess.remove(name)` takes it back out of the chain and leaves the asset alone. Drive the named properties at runtime with `postprocess.setProperty(name, prop, value)` and bind texture properties with `postprocess.setTexture(name, prop, path)` (both keyed by the **property name**, never a slot index — see the post-process section of `man shaders` / the `postprocess.*` API). Read them back with `postprocess.describe(name)`: it carries the chain state `postprocess.status()` lists for that effect, the `properties` schema it was registered with, and the `values` each of those properties currently holds. Before the effect exists, `shaderRef:getProperties()` on the asset names the same schema, so what a pass takes is answerable either side of the registration. A **screen** shader is a standalone full-screen visual (UI background, procedural pattern). `ScreenInput` mirrors `PostInput` (`frag_coord` + `uv`); there is no scene to sample, so it has no `zero_sample_scene` helpers. Its `engine` uniform is a `ScreenEngineData`: | Field | Type | Meaning | |---|---|---| | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | | `scroll` | `f32` | UI scroll offset | | `resolution` | `vec2<f32>` | render-target size in pixels | | `mouse` | `vec2<f32>` | mouse position | | `velocity` | `f32` | scroll velocity | ```wgsl // @domain: screen fn fragment(in: ScreenInput) -> vec4<f32> { let t = engine.time * 0.5; let col = vec3<f32>( sin(in.uv.x * 3.14159 + t) * 0.5 + 0.5, sin(in.uv.y * 3.14159 + t * 0.7) * 0.5 + 0.5, material.brightness ); return vec4<f32>(col, 1.0); } ``` ## Library includes A library module is a **`.shaderModule` asset**: it only EXPOSES functions and structs and does nothing on its own (exactly like a Unity `.cginc`). You must call what you include. Include one by its identity, the same string you would hand `asset.resolve`: | Include | Exposes | |---|---| | `@builtin::shaderModules.pbr_shading` | `struct PbrSurface { albedo, normal (world), metallic, perceptual_roughness, emissive, occlusion }`; `zero_pbr_default_surface(FragmentData) -> PbrSurface`; `zero_pbr_shade(FragmentData, PbrSurface) -> vec3<f32>` (the full forward PBR lighting) | | `@builtin::shaderModules.shadows` | `compute_directional_shadow_factor(...)`, `compute_spot_shadow_factor(...)`, `compute_point_shadow_factor(...)`, `compute_area_shadow_factor(...)`, `compute_punctual_shadow_factor(...)`, `zshadow_light_reach(...)` | | `@builtin::shaderModules.engine_bindings` | the group(0) declarations (camera, transforms, lights, shadow maps) — surface shaders get this implicitly; include it directly only for advanced raw access | | `@builtin::shaderModules.shadow_bias` | `zshadow_offset_receiver(...)`, `zshadow_directional_depth_bias(...)` and the rest of the bias math, as pure functions | | `@builtin::shaderModules.texturing` | `ztex_stochastic(...)` (tile without a visible repeat grid), `ztex_blend_normals(...)` (reoriented normal blending) | | `@builtin::shaderModules.depth` | `zero_linear_depth(depth, near, far)` — the one reading of a stored depth | | `@builtin::shaderModules.gbuffer_material` (`zero::gbuffer_material`) | `struct ZeroGbufferMaterial { base_color, metallic, perceptual_roughness }`; `zero_gbuffer_unpack_material(texel: vec4<u32>) -> ZeroGbufferMaterial`; `zero_gbuffer_material(t: texture_2d<u32>, coord: vec2<i32>) -> ZeroGbufferMaterial`, `zero_gbuffer_base_color`/`zero_gbuffer_metallic`/`zero_gbuffer_roughness(t, coord)` — the one unpacking of `@scene.material`'s `Rgba8Uint` texel into what a surface reflects | | `zero::scene_depth` | `zero_scene_depth(px: vec2<f32>)`, `zero_scene_depth_uv(uv: vec2<f32>)`, `zero_scene_depth_texel(px: vec2<i32>)`, `zero_scene_depth_size()`, `zero_scene_depth_is_sky(d: f32)`, `zero_scene_world_position(px: vec2<f32>)`, `zero_scene_world_normal(px: vec2<f32>)`, `zero_scene_depth_fade(px: vec2<f32>, world_position: vec3<f32>, fade_distance: f32)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The depth already drawn UNDER a surface fragment, and the world position and geometric normal of the surface standing there. What a decal projector box, a soft particle, a forcefield or water intersection foam shades against. Surface domain; the depth belongs to the view being drawn | | `zero::scene_color` | `zero_scene_color(px: vec2<f32>)`, `zero_scene_color_uv(uv: vec2<f32>)`, `zero_scene_color_texel(px: vec2<i32>)`, `zero_scene_color_size()`, `zero_scene_color_refract(px: vec2<f32>, offset_px: vec2<f32>)`, `zero_scene_color_refract_uv(px: vec2<f32>, offset_fraction: vec2<f32>)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The scene colour already composed BEHIND a surface fragment, and the displaced read that bends it. What heat haze, a refraction shockwave, a cloaking or shield warp, glass and ice shade with. Surface domain; the colour belongs to the view being drawn, and is the lit opaque scene as it stood immediately before the transparent pass — so a `blend`-queue surface reads this frame's, an opaque one reads the previous frame's, and two overlapping blended surfaces both read the same picture and do not bend each other | `asset.list("shaderModule")` enumerates the `.shaderModule` assets in this engine, builtin and world-authored alike, and each one's README says what it exposes. Those are the `@builtin::shaderModules.*` rows above; a module you write is included exactly the same way, by its own identity or by the `~.name` form. The `zero::`-named rows come from the renderer itself. Their WGSL is baked into the engine binary and registered under those names before any asset exists, so they answer an `#include` in every engine and appear in no asset index. A shader that includes one records no dependency on it: the engine reading the shader is the engine that already holds the module. Two spellings reach the same `.shaderModule`: a module's declared alias answers as well as its identity, so a shader written against `zero::pbr` compiles and pins the asset that name resolves to. Prefer the identity: it says which asset travels with the content. Whichever punctuation an include is written with — `#include "name"`, `#include 'name'` or `#include <name>` — names the same module and records the same dependency. The engine's own scaffolding — `zero::surface`, `zero::sky`, `zero::post`, `zero::screen` — is injected by the compiler around the matching domain and is never written by hand. The surface framework puts `safe_normalize`, `mat3_from_mat4` and `apply_normal_map(FragmentData, tangent_normal)` in scope for every surface shader. ## Shader features — compile-time variants A **property** is runtime uniform data (a colour, a float, a texture): set per material, read as `material.<name>`, no recompile. A **feature** decides which code is in the program at all. Use a property when the value changes at runtime, a feature when it changes what the shader is. Declare features in `properties.yaml`, alongside the properties: ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } features: - { name: PARALLAX, default: false, description: silhouette parallax march } - { name: DETAIL, default: true, description: detail-normal overlay } ``` Guard the code each feature owns with `#ifdef`: ```wgsl fn surface(input: FragmentData) -> PbrSurface { var s = zero_pbr_default_surface(input); #ifdef PARALLAX s.normal = parallax_normal(input); // absent when PARALLAX is off #else s.normal = input.world_normal; #endif return s; } ``` `#ifdef` / `#ifndef` / `#else` / `#endif`, one per line, and they nest. The directives resolve before the WGSL reaches the compiler, so the program holds exactly the lines its feature set selected and every other line is an empty one, which keeps a compiler message on the line number the file shows. An unbalanced block is a compile error naming its line. A material is what chooses a feature set, so `features:` shapes the shaders a material draws with — the surface, sky and screen-space domains. A material names the features it wants in its `mat.yaml`: ```yaml name: worn_rock shader: "@builtin::shaders.pbr_layered" features: PARALLAX: true # on, over the shader's default DETAIL: false # off, against the shader's default ``` or through `asset.create`: ```lua asset.create("material", "worn_rock", { shader = "@builtin::shaders.pbr_layered", features = { PARALLAX = true, DETAIL = false }, }) ``` ### A property that switches a feature on A feature can also be switched on by a material's property values. List the properties under the feature's `properties:`, and the feature is on for every material whose value for one of them stands away from that property's declared default: ```yaml properties: - { name: clearcoat, type: range, default: 0.0, min: 0, max: 1 } features: - { name: CLEARCOAT, properties: [clearcoat], description: the coat lobe } ``` ```wgsl #ifdef CLEARCOAT s.clearcoat = material.clearcoat; #endif ``` A material at `clearcoat: 0` draws a program holding none of the coat's code; one that sets `clearcoat: 0.6`, in its `mat.yaml`, through `asset.create` or with `renderer.material.setProperty`, draws the `CLEARCOAT` variant, and setting it back to 0 returns it to the base program. The property stays a runtime value the program reads; the feature decides only whether the code reading it is there. This is how a shader with costly optional parts keeps every material that leaves them at rest on the cheap program without each material having to name a feature. A material naming the feature off under `features:` keeps it off whatever the property holds. Write the guarded code so that, with the feature off, the shader computes what it would with the property at its default: the material sees one look either way, and pays for the part only where it shows. Each distinct set of switched-on features is a program to compile the first time a material reaches it. A material keeps the programs its values switched it onto compiled while it lives, so a property crossing back and forth reuses them; when the shader's variant budget is spent, the ones no material draws with are given back first. A `properties:` entry is a value property (`float`, `range`, `int`, `bool`, `color`, `float2` to `float4`) the shader declares; one naming no declared property, or a texture or buffer, is refused by name. The engine compiles one program per feature set its materials ask for, named `<shader>#<features>`. Materials sharing a set share that program. A feature the shader does not declare selects nothing, so a stray name cannot make the engine compile anything, and the compile names both halves of a mismatch: a guard on a name `features:` does not declare, and a declared name no guard tests. **Permutations are the cost.** A shader with n features can express 2^n programs, each its own compile and pipeline. One shader holds at most 32 variants; a material asking for a set past that draws with the shader's default features and the engine logs which shader ran out. Read what a scene is spending: ```lua for _, s in renderer.shaderVariants() do print(s.shader, #s.variants, "of", s.budget) print(renderer.variantSource(s.base.program)) -- what it ships as for _, v in s.variants do print(v.program, renderer.variantSource(v.program)) -- what one asked for end end ``` A shader registers under every key it answers to — its identity, its guid, each alias — and each key is a row. A variant lands on the row for the key the material named, which for authored content is the guid, so take a program name from the report rather than composing one. ## Materials reference shaders A `.material` applies a shader to entities. Its `mat.yaml` references the shader by its identity string and supplies property values: ```yaml name: my_material shader: "@builtin::shaders.pbr" render: blend: alphaBlend cull: back depth_write: false properties: roughness: 0.5 base_color: [1.0, 1.0, 1.0, 1.0] textures: base_color_texture: { ref: "default:white" } ``` `shader:` is a plain identity string, and a colour is an array. A key's value is the rest of its line, so every value above stands alone on one. ### The render block Render behaviour (the blend equation, alpha cutout, which faces are drawn) lives in the `render:` block and drives the pipeline, not the fragment. These are the keys that reach the pipeline from both authoring routes, and the values each one takes: | Key | Values | Sets | |-----|--------|------| | `blend` | `opaque` `transparent` `alpha` `alphaBlend` `additive` `add` `cutout` `alphaCutout` `premultiplied` `premultipliedAlpha` `multiply` | the equation the fragment composites with | | `cull` | `back` `front` `none` `off` `disabled` | which faces the rasterizer keeps | | `depth_write` | `true` `false` | whether the draw writes depth | | `depth_compare` | `less` `lessEqual` `lequal` `equal` `greater` `greaterEqual` `gequal` `always` `never` | the test a fragment's depth passes | | `topology` | `triangleList` `lineList` `lines` `line` | what consecutive vertices assemble into | | `queue` | a whole number: `2000` opaque, `3000` transparent, `4000` overlay | the draw order of the material; a number inside a queue orders within it | `blend` is also spelled `type`, and the two name one key. Its equations, over the fragment the shader returned (`src`) and the value already in the target (`dst`): `opaque` is `src`; `transparent`, `alpha` and `alphaBlend` are `src * src.a + dst * (1 - src.a)`; `additive` and `add` are `src + dst`, the mode a glow, a light shaft or a spark card is written for; `premultiplied` and `premultipliedAlpha` are `src + dst * (1 - src.a)`, taking a source that already carries its own coverage; `multiply` is `src * dst`, which is how a soot, grime or shadow card darkens what stands behind it. `cutout` and `alphaCutout` keep the fragment or discard it on its alpha and go on writing depth. The same block is what `asset.create`'s `render` argument takes, key for key and value for value, so one material named in Luau and the same material standing on disk ask for their pipeline with the same words. `depth_write` is the one key whose value takes the shape of its route: the word `false` on a `mat.yaml` line, the boolean `false` in the Luau table. ```lua asset.create("material", "heat_plume", { shader = "@builtin::shaders.pbr", render = { blend = "alphaBlend", cull = "none", depth_write = false }, }) ``` Where a value outside a key's set is reported is what the two routes differ on. `asset.create` refuses the call on any of these keys and names the set it measured the value against, or for `queue`, that it takes a number. A `mat.yaml` standing on disk registers either way, each key falling back to a value of its own: `blend` to `opaque`, `cull` to `back`, `depth_write` to `true`, `depth_compare` to `less`, `topology` to `triangleList` and `queue` to `2000`. The engine log carries the blend fallback, naming the value and the set it was measured against, so a `mat.yaml` value is worth putting through `asset.create` once — that is where every key answers with its set. ## Registration & hot reload A `.shader` is compiled by the asset system, not by the renderer: writing `shader.wgsl` or `properties.yaml` fires the `.shader` assetType's `onChange`, which compiles it: the body + the property schema are read, the group(1) interface and (for surface) every render-mode entry point are generated, `#include`s are expanded, the result is **validated**, and the shader is registered. Validation happens at this compile step — the whole point of "compile". A shader with invalid WGSL (an unknown field, a type mismatch, an undefined function) **fails to compile** with the real reason — readable directly from Luau via `shaderRef:compileStatus()` (`{ status = "compiled" | "failed" | "pending", error?, pending? }`), and also in the author log and `asset.inspect`; it is **not** registered. This fires on create and on every edit, so saving a `.wgsl` recompiles with no world reload; the change is visible on the next frame. Compilation is async, so a `compileStatus()` of `"pending"` immediately after a write means check again next frame. A surface shader is also checked for the material resolve, the pass that shades each pixel of the visibility buffer through the shader's own code. That check reaches its verdict a few frames after the raster compile. Until it does, `compileStatus()` reads `"pending"` with `pending` saying so, and the shader already draws. A shader the check refuses reads `"failed"`, and `error` names the construct the resolve cannot evaluate and where it sits; its pixels resolve through the error shader until it changes. The stage the compile checks comes from one of two places: the hook the engine scaffolds entry points around (`fragment()`, or `surface()` for an engine-lit surface), or the `vs_main` / `fs_main` pair the body writes itself. The pair is a pair: a body that writes its own entry points owes both stages. A body carrying neither route — a hook whose name is a letter off, say, or half a pair — holds no stage the rasterizer can enter, so the compile **refuses it** and names both the entry point it looked for and what the body carries, in the same `compileStatus()` error every other compile failure reads back through. ### Reading a compile error against the text it is about What the compiler reads is not the file you wrote. The engine generates the group(1) material interface from `properties.yaml`, wraps the body in its domain's framework and every entry point that domain needs, expands every `#include`, and resolves every `#ifdef` — so a 100-line body reaches naga as tens of thousands of lines. **Every line number in a compile error, and every `[N]` handle index naga prints where it has no name to print, is a position in that composed module.** A fault at module scope (`no definition in scope for identifier: 'zero_scene_depth'`) reads fine without it; a fault inside a function body does not. `renderer.compiledSource(name)` returns that composed module, and `shaderRef:compiledWgsl()` returns it for a ref you already hold. Both answer for a shader that declares no features, needs no material, entity or draw, and — the case they exist for — **answer for a shader whose compile failed**, holding the text the compiler was refused over for as long as `compileStatus()` reports that failure. `renderer.compiledShaders()` lists every name they answer for. ```lua local ref = asset.resolve("myShader", "shader") local status = ref:compileStatus() if status.status == "failed" then print(status.error) -- the line, the caret, and the cause local wgsl = ref:compiledWgsl() -- the text those positions are in local line = tonumber(string.match(status.error, "wgsl:(%d+):")) print(string.split(wgsl, "\n")[line]) end ``` The composed text carries every `zero::*` module the shader included, so the signature a call was rejected against is in the same text as the rejection — which is the whole of what a "wrong argument type" error needs to be actionable. A material bound to a broken (or missing) shader renders with the **magenta error shader** — never invisibly — so a shader problem is impossible to miss on screen as well as in the log. **Fixing the shader and re-saving recovers it live**, with no engine restart: the recompile clears the failed-shader state and the object returns to normal on the next frame. ## Discovery - `asset.list("shader")` — every registered shader. - `asset.inspect("<name>")` — domain, status, source, parse errors, this README. - `shaderRef:compileStatus()` — did it compile? `{ status, error?, pending? }`, no log needed. `"pending"` with `pending` set means the material resolve check is still reaching its verdict; a resolve refusal reads as `"failed"`. - `shaderRef:compiledWgsl()` / `renderer.compiledSource("<name>")` — the WGSL the compiler received, which is what a compile error's positions index into. Answers for a failed compile too. - `renderer.compiledShaders()` — every name that call answers for. - `shaderRef:getProperties()` — the parsed `properties.yaml` schema. - `shaderRef:listMaterialsUsing()` — materials bound to this shader. ## Common pitfalls - **A compile error shows up in one of three ways at the draw.** A shader that never compiled has no pipeline, so the renderer binds the magenta placeholder. A shader that compiled once and was then edited into brokenness KEEPS the pipeline that build produced — the surface goes on drawing the last good program, pixel for pixel, and looks entirely intact while the source is broken. A geometry-pass-only shader has no magenta tell either, since it is not on a forward mesh. `shaderRef:compileStatus()` gives the status + error text (as does `asset.inspect("<name>")`), and `renderer.drawDiagnostics()` names which renderables are in which of the three states — a row carries `substituted` for the placeholder, `stale` for a program that no longer compiles, and the cause either way. - **A compile error's line numbers are lines of the composed module, not of your file.** `renderer.compiledSource("<name>")` / `shaderRef:compiledWgsl()` is that module; resolve the position against it rather than counting lines in `shader.wgsl`. The `[N]` a message prints in place of a name is a naga handle index — it moves with the size of the body and is the same value for two unrelated faults in one file, so it is neither a line number nor a way to tell two failures apart. - **Don't declare group(0) or group(1) in a surface shader.** The engine owns group(0) and generates group(1) from `properties.yaml`. Re-declaring them is the fastest way to a layout mismatch. - **`#include` does nothing by itself** — it only exposes functions; you must call them. - **Renaming a property** changes the generated uniform field; materials setting the old name silently fall back to its default. - **Compute shaders don't render** — verify output via a buffer readback or a debug pass. Author them as a `.computeShader` (its own assetType), not a `.shader` — see `man compute`. ## Related types - `.material` — the required wrapper that applies a shader to entities. - `.style` — UI cascade, not GPU shaders. ## In the Inspector Selecting a shader opens its **Shader** section: its domain and shading model (and, for a post-process shader, the space its `fragment()` reads and returns), whether it compiled (and the compiler's error when it did not), a table of its declared properties (type, default, range), its post-process passes when it has any, the bindings it declares, and openers for its source. The **Materials** section (collapsed at first) has a Find materials action that lists, as links, every material drawing with the shader; it scans every material, so it runs only when asked.
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