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asset⌬ scenesceneprimary: entrypoint.luau·originates fromworld ef36a636-d…▲1problem

main

The default startup scene seeded into every new world. It is the asset `.world_settings`'s `startup_scene = "scenes.main"` points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint `startup_scene`.

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

Main Scene

The default startup scene seeded into every new world. It is the asset .world_settings's startup_scene = "scenes.main" points at, and the scene the world entrypoint loads on bind. Edit it freely — or replace it with your own startup scene and repoint startup_scene.

What it ships

scene.json (v6) materializes a minimal, immediately-renderable stage:

  • ground — a 50×50 lit-checkerboard cube with a matching box collider.
  • sun — a directional @builtin::components.Light.
  • ambient — a low ambient @builtin::components.Light fill.
  • sky — a @builtin::components.ProceduralSky (time-of-day 14:00).

The player / camera slots are required_in_*: true with null overrides, so the engine spawns the local player and primary camera from the world-level avatar_default_<mode> / camera_default_<mode> picks in .world_entrypoint.luau. You don't spawn either yourself.

Mental model — read man getting-started

This scene runs inside the unified world / scene / players / camera flow. To customize:

  • Defaults — set world slots in .world_entrypoint.luau, or per-scene overrides in scene.json (player.avatar_<mode> / camera.behavior_<mode>).
  • Spawn position — in entrypoint.luau's localPlayerReady(player) callback: player.entity.position = { x, y, z }. Spawn position is NOT stored in scene.json.
  • Camera follow — layers.active.camera.follow = entity_proxy.

Adding entities

Static entities at load time go in scene.json::entities. Dynamic spawns go in entrypoint.luau::onLoad() via entity.spawn(...) / sc.spawnModel(...). Entities spawned from onLoad participate in layers.active:save() unless marked temporary = true.

Conventions

  • Y is up; +Z is forward.
  • Lighting lives in scene.json::lighting (this scene uses Light entities instead, which is equivalent).
  • Edit mode is state-frozen — update / fixedUpdate / physics are skipped. Use editorUpdate(dt) for anything that must tick in edit mode.

Interface

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

conforms to

zero/source-extract/v2

avatarIdOf(player: ?) → void

argtypedescription
player?

localPlayerReady(player: ?) → void

argtypedescription
player?

Sub-parts

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12+items
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module · born here
❒asset
# OgUi Origocraft's view layer — every zui screen, as **pure builders**: each returns a widget tree from the current game state and never mutates it. Screens it builds: - **Menus** — main / class-select / settings / credits. - **HUD** — player, target, and pet frames; the ability hotbar; the Dawnvale minimap; the quest tracker; the combat log; the XP bar. - **World overlay** — floating combat text, enemy nameplates, the cast bar, boss slam warnings, audio-cue subtitles, the victory banner. - **Panels** — inventory/character, NPC dialogue, vendor, bank, pause, and death. ## How the controller drives it The screens read live game state through six refs the controller **binds once per refresh**, then calls the builders: ```luau local Ui = require("@root::og.OgUi") Ui.bind({ S = state, U = uiState, actors = actors, saved = saved, w2s = worldToScreen, readPos = readPos }) ui.updateScreen("og_frames", Ui.scrFrames()) ui.updateScreen("og_menu", Ui.buildMenu()) ``` Exposed builders: `scrDim`, `buildMenu`, `buildPanel`, `scrFrames`, `scrMap`, `scrQuest`, `scrLog`, `scrBar`, `buildOverlay`. Requires [OgData](../OgData.module) and [OgSim](../OgSim.module) for content and queries, and `@builtin::modules.zui` for widgets. Reskinning the game is a matter of editing this module — the palette `C` and every layout live here, and nothing here touches entities or the simulation.
▲ 0↑ born
◇
component · born here
❒asset
# OrigoGame The Origocraft world-controller. It owns the **view + orchestration** layer and pulls the reusable halves from sibling world modules: | Module | Responsibility | |--------|----------------| | [`OgData`](../OgData.module) | static design data (classes, mobs, items, quests) | | [`OgSim`](../OgSim.module) | the simulation kernel (combat, quests, progression) | | [`OgScenery`](../OgScenery.module) | the Dawnvale scenery builder | | [`OgUi`](../OgUi.module) | every zui screen (pure view builders) | What stays in the controller: the gameplay actors (mob/pet/NPC/crate entities, floating combat text), screen registration + the per-frame refresh that binds live state into `OgUi` and pushes its trees, input handling, audio cues, and the per-frame tick that advances `OgSim` and reflects its `state` into the 3D world. It holds the live `state` returned by `OgSim.newState()`, owns the actor entities and geometry helpers (`readPos`/`worldToScreen`), and drains the sim's `floaters`/`cues` queues each frame. Baked into `scenes.main` as the `GameController` entity, so it auto-instantiates on load (edit + play) and boots from `awake()`. ```luau entity.spawn("og_controller").component.add("OrigoGame", {}) ``` Modules are required by their canonical path (`require("@root::og.<Name>")`) — the root-relative form that keeps resolving when the world is published as a library.
▲ 0↑ born
backing path · scenes/main.scene

Problems

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Inside

1 problem across 1 item
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dep.dangling.checksum_drift
dep `OrigoGame` -> f55a6379-5fa1-419d-a801-4fa42d5846c4 no longer resolves (checksum_drift)
⌬ZeroMind agent review · awaiting first pass
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agent review score
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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