# procgen.bake
Evaluate a `.procGraph` graph target and realize it into the live scene as durable
content, then verify it landed — the bake-to-scene step that turns a graph into
real, persistent world content.
By output type:
- **Geometry** → a `.mesh` asset + a Model entity referencing it (`material`
optionally tints it).
- **A population** (points carrying a `Mesh`) → live per-instance entities (via `instances.spawn`).
- **Bundle / Template** → a persisted `.bundle` instantiated at its root.
Pass `replace` to swap an existing entity in place (the bake inherits its
position); `position` to place the baked root; `name` to name the asset/entity
(defaults to the graph id). Verification reads the spawned entities' world bounds
back, so a bake that produced nothing renderable reports `verified = false`.
Part of `procgen.toolbox`; surfaces as `procgen.bake`. Returns `{ output_type,
entities, verified, bounds }`.
# procgen.collapse
Lifts a section of a graph's code into a node of its own. A graph is the code
of its `init.luau` (`proc.define(function(g) ... end)`), and a section is a run
of whole statements of that function, named by the lines it spans
(`from`, `to`): typically a few node calls that together do one job.
- The node's **inputs** are the locals declared before the section that its
code reads. A graph input it reads is declared in the node as the graph
declares it (`local seed = g:input("seed", 3)`); any other value becomes an
input typed by what the section wires it into.
- The node's **outputs** are the locals the section declares that the code
after it reads.
- A local function the section calls goes into the node with it: moved when
nothing left in the graph calls it, copied when something does.
- The section is replaced by **one call** of the node, so the graph builds from
the same calls and cooks to the same result:
`local strewn = g["~/fx/Strew"]({ seed = seed, spots = spots })`. A node
giving several outputs is called once and its outputs are read off the table
it returns.
The node lands beside the graph (or in `into`) as `<name>.procNode`, with the
`description` as its `g:describe`, `.metadata` and README, and is found by
`procgen.searchNodes` and described by `procgen.describeNode` at once. The
graph's new source is written only once it builds.
A section holding the graph's own inputs or outputs (`g:input`, `g:output`,
`return { ... }`), or assigning to a value declared before it, is refused with
the line and why.
`procgen.flatten` is the inverse: it writes a node's body back out in place of
its call. `procgen.reference` puts an existing node in place of a section.
Part of `procgen.toolbox`; surfaces as `procgen.collapse`. Returns
`{ node, call, inputs, outputs, copied, moved, lines, source, nodeSource,
diagnostics }`.
# procgen.coverage
The procgen rewrite's coverage report. Every current op is listed with the new node that replaces it (from the composition sheet), its class (`exact`, `meaning`, `gone`), its parity state and the existing suites that call it. Every library graph (`.procGraph` and `.procNode`) is listed with the current ops it names and the worst parity state among them.
States: `pending` (the new node does not exist yet), `ready` (it exists), `pass` / `fail` (a run compared it), `no-case` (the case `parity.json` states for the op is refused by the current op, or no fixture builds its inputs), `unmapped` (the sheet names no counterpart), `decided` (a named decision: the op is gone, for example `bundle.join` because the bundle surface is gone).
`{ run = true }` runs every ready entry's comparison and gives each compared op its cost as separate numbers: the current op's CPU time, the plan time, the cook's CPU time (read-back waits left out: the number the cost ratio judges), the read-back waits, the device dispatches, the read-backs and the frames waited. `state`, `kind` and `query` filter the lines. The answer carries the states tallied (`summary`), the same tally by class (`byClass`), and how many new nodes and kernel families the package holds. The data is `proc.module/parity.module/parity.json`; the comparison is `proc.parity`.
# procgen.describeNode
Describes one node in full, the way a graph calls it: the procgen counterpart
of `describe_tool`. It reads what the node's source declares, without running
it.
- `description`: what it does.
- `inputs`: in the order a call takes them, each with its type, default, range
(`min`, `max`), `options` and description, and whether it is optional.
- `outputs`: each with its type, where the op or node that makes it states one. A node with one output gives that value; a
node with several gives a table of them by name.
- `name`, `call` and `family`: what a graph writes (`g.points.disc`), and the
family it is listed under.
- `context`, `pulls`, `pushes`: the space its work happens in, and what it reads
from or writes to beside its sockets.
- `cost` and `cache`: what its declaration states about what it costs and how
its result is kept.
- `readme`: the node's README.
It takes the name a graph calls (`points.disc`), a node's `~` path, path or
guid, or an op of a pack (`op.geometry.bevel`). `procgen.searchNodes` finds the
names.
Part of `procgen.toolbox`; surfaces as `procgen.describeNode`.
# procgen.diff
A readable diff between two `.procGraph` graphs: which nodes were added, removed, or
changed, plus per-node op/param/input deltas (compared structurally via the
`proc.hash.valueHash` content digest). Part of `procgen.toolbox`; surfaces as
`procgen.diff`. Each argument is a VFS `.procGraph` path or an in-memory graph object.
# procgen.explain
An agent-oriented natural-language summary of a `.procGraph` graph — its size, the
declared inputs (with types), each node's op, the composite references, and
where each output comes from. Part of `procgen.toolbox`; surfaces as `procgen.explain`.
The summary text is in `value.text`. Accepts a VFS `.procGraph`
path or an in-memory graph object.
# procgen.find
Discover procedural graphs by **what they produce**. Where `procgen.search`
matches free-text over a graph's metadata, `find` opens each `.procGraph`, reads the
type of every declared output, and filters on that — so you can ask "which graphs
output a `Bundle`?" or "a `Geometry` named tower?".
Filters: `name` (substring over name/id), `tag`, `category`, and `produces` (an
output-type or producing-op substring, e.g. `"Bundle"`, `"Geometry"`, `"mesh."`).
Each result carries its resolved `outputs` (`{ name, type, op }`), so you find a
graph by its result, not just its description.
Part of `procgen.toolbox`; surfaces as `procgen.find`. Returns `{ results, count }`.
# procgen.flatten
Writes a node's code out in place of a call to it: the inverse of
`procgen.collapse`. The call becomes a `do ... end` block holding the node's
body, so the node's own locals stay its own:
- each input the node declares becomes a local holding what the call passed,
or the default the node declares when the call passed nothing;
- the local the call declared is declared just above the block and given what
the node gives: the node's value itself for a node with one output, a table
of its outputs by name for a node with several;
- `g:describe` and the node's other declarations about itself drop out, and a
file-level local the node's body uses (`local rand = ...`) is carried into the
graph's file.
The graph builds from the same calls and cooks to the same result.
- `call` writes out one call, named by the local it declares or a line it
spans.
- `node` writes out every call of that node.
- With neither, every call of a node or part outside the built-in library is
written out, and again for the calls those bring in, until none is left.
The graph's new source is written only once it builds. Part of
`procgen.toolbox`; surfaces as `procgen.flatten`. Returns `{ inlined, source,
diagnostics }`.
# procgen.inspect
Node-level introspection for a `.procGraph` graph: the node's op, its declared
input/param/output sockets (from the op registry), the `InputRef`s feeding it
(producers), and the nodes that consume its outputs (consumers). Part of
`procgen.toolbox`; surfaces as the global `procgen.inspect`. Accepts a VFS path or an
in-memory graph object.
# procgen.modify
Edits the structure of a graph's code without hand-editing its text. `edits`
is a list of tables, each with an `op`; they apply in order and are written
together, once the graph builds with all of them.
- `{ op = "set", call, input, value }` / `{ op = "unset", call, input }`: what a
call is given (as `procgen.patch`).
- `{ op = "add", node, as?, args?, after? }`: a new call
`local <as> = g.<node>(<args>)`, after the call or line `after`, else after
the last statement before the outputs.
- `{ op = "remove", call }`: a call nothing after it reads.
- `{ op = "repoint", call, node }`: the call names another node and keeps what
it is given.
- `{ op = "rename", from, to }`: a local, everywhere the body names it.
- `{ op = "output", name, value }`: declares or rewires an output
(`remove = true` drops it).
- `{ op = "input", name, default?, type?, min?, max?, options?, description?,
optional? }`: declares an input, or changes the declaration of one.
A call is named by the local it declares or by a line it spans. A value is a
plain value, or `{ expr = "<code>" }` for code; an output's `value` may also be
a local's name as a string. An edit that cannot apply is refused naming which
edit and why, and nothing is written.
Part of `procgen.toolbox`; surfaces as `procgen.modify`. Returns `{ applied,
source, diagnostics }`.
# procgen.patch
Changes what one node call in a graph's code is given, without editing its
text by hand. The call is named by the local it declares (`call = "spots"` for
`local spots = g.points.disc({ ... })`) or by a line it spans.
- `set = { count = 80 }` gives an input a plain value: a number, string,
boolean, vector or a table of them.
- `set = { radius = { expr = "radius * 2" } }` gives it code: a local's name, a
formula, another call.
- `unset = { "seed" }` leaves inputs to the node's defaults.
A call written with values by position is rewritten naming its inputs. The
edit is written only once the graph builds with it, so a value the node does
not take is refused naming the inputs it does.
`procgen.modify` makes the structural edits around a call (adding, removing,
repointing, renaming, inputs and outputs). Part of `procgen.toolbox`; surfaces
as `procgen.patch`. Returns `{ line, callee, source, diagnostics }`.
# procgen.preview
Evaluate a `.procGraph` graph target and render it for any output type (Geometry,
points, Field heatmap, Material ball, Texture, Bundle). The picture comes back in
the result as `image`, beside the visualizer's stats as `metrics`; `path` also writes
the PNG there.
An output made of drawn points (a particle effect, a part of one) is drawn by the
generator that presents it, so its preview is the picture of that generator at the
moment the graph names for a still (`g:still`; else half way through its timeline),
framed to fit over the studio backdrop. `metrics` then states `output_type =
"Generator"` with the graph time and frame pictured and the elements each output
drew. Such an output is previewed as `target = "output:<name>"`; a node of the graph
is not an output a generator presents.
# procgen.promote
Makes a part a node. A part is a `.procGraph` that graphs call by its path
(`g["~/fx/Rim"]({ ... })`); a node is a `.procNode`, found by
`procgen.searchNodes` and called by name.
The node promote writes declares the part's inputs as its own (with their
types, defaults, ranges, options and descriptions), calls the part with them
and gives the part's outputs. The part keeps its code and every graph calling
it, and the node stays the part's: editing the part changes what the node
makes.
- `name` is the node's name (default: the part's), `into` the folder it goes in
(default: the one holding the part).
- `description` and `tags` are what search finds it by (default: the part's own
`.metadata`; a part whose `.metadata` carries no description needs one
given).
`procRef:promote(opts)` on a `.procGraph` ref is the same call. Part of
`procgen.toolbox`; surfaces as `procgen.promote`. Returns `{ node, call, part,
inputs, outputs }`.
# procgen.reference
Replaces a section of a graph's code (a run of its statements, named by the
lines it spans) with a call of a node that already exists: how a graph adopts a
node lifted out of another graph by `procgen.collapse`, or swaps hand-written
calls for a library node doing the same work.
- Each input of the node takes the value the section reads under the same name
(a graph input under the name it is declared with). `inputs =
{ <node input> = "<code>" }` wires one from any local or expression.
- Each value the section makes that the code after it reads is taken from the
node's output of the same name. `outputs = { <local> = "<node output>" }`
says which output when the names differ.
- An input the node needs that nothing wires, an input it does not take, and a
value the code after the section reads that the node does not give are
refused, naming what the node takes and gives.
The node is named the way a graph calls it: `points.disc`, its `~` path
(`~/fx/Strew`), its path or its guid. The graph's new source is written only
once it builds.
Part of `procgen.toolbox`; surfaces as `procgen.reference`. Returns
`{ node, call, inputs, outputs, source, diagnostics }`.
# procgen.search
Searches the procedural-graph library — every `.procGraph` asset surfaced by
`asset.list("procGraph")` — by a free-text `query` (matched case-insensitively
against name/id/description), a required `tag`, and/or a required `category`.
Returns the matching asset summaries `{ results, count }`.
Part of `procgen.toolbox`; surfaces as `procgen.search`. All filters are optional —
calling `procgen.search()` with no args returns every `.procGraph` asset. If no `.procGraph`
assets are discoverable it returns an empty result set rather than failing.
# procgen.searchNodes
Finds the nodes a graph is built from: the procgen counterpart of
`search_tools`. It covers every `.procNode` a graph calls as
`g.<family>.<name>(...)` (or by its `~` path), and every op of a pack, called
`g.op.<id>(...)` and listed in the family `op.<head>`. A node is read from what
its source declares (its `g:describe` text, its `g:input` declarations and the
outputs it returns), without running it, so a search loads no node.
A query is answered two ways at once:
- **keyword**, over each node's name, family, declared inputs and outputs and
description; a word found in the name counts most, then the family, the
inputs and outputs, and the description;
- **semantic**, where the engine is bound to a world: ZeroMind's search by
meaning over indexed nodes, the same search `search_tools` answers by meaning
with. It also finds nodes other worlds publish that this one has not
installed (`installed = false`, with how to install them).
Each row says how it matched (`matched.words`, `matched.keyword`,
`matched.semantic`), and rows both ways found come first.
With no query it lists the nodes and `catalogue` names every family with the
nodes in it, small enough to read whole.
Options: `family`, `limit` (default 10), `mode` (`"keyword"` or `"semantic"` to
ask one way only), `library = true` (search the whole published library by
meaning), `context` (`sim`, `field`, ...), `pulls` / `pushes` (`"scene"` or
`"asset"`) and `pack`.
`procgen.describeNode` describes one node in full. Part of `procgen.toolbox`;
surfaces as `procgen.searchNodes`. Returns `{ results, count, catalogue?,
keyword, semantic? }`.
# procgen.toolbox shared
Cross-tool helpers for the procgen toolbox. Tools return their raw values
(the `tool.assetType` wrapper packages them into the system
`ZmToolResult` envelope) and raise via `error(message)` on failure.
# procgen.stats
Structural counts of a `.procGraph` graph — nodes, composites, inputs, outputs.
When a `target` is supplied it also evaluates it and reports the output type,
the wall-clock evaluation duration, and (for geometry outputs) vertex and
triangle counts. Timing is wall-clock only and never feeds graph evaluation, so
determinism is unaffected. Part of `procgen.toolbox`; surfaces as `procgen.stats`.
# procgen.trace
The dependency chain for a target — the node ids reachable from it in
evaluation order (each node's producers appear before it, a post-order walk of
the `node_output` edges). `const` / `graph_input` / composite leaves stop the
walk. Part of `procgen.toolbox`; surfaces as `procgen.trace`. Accepts a VFS `.procGraph`
path or an in-memory graph object.
# procgen.tweak
Preview a graph with other values for its declared inputs, in one step: try a
knob, see what it makes, repeat. The graph's source is left as it is.
`inputs` is `{ <input name> = <value> }`, each name an input the graph declares
with `g:input`; a name it does not declare is refused with the names it does.
`target`, `size` and `path` behave as in `procgen.preview`, and an output drawn by
a generator (a particle effect) is pictured by a generator given those inputs.
Part of `procgen.toolbox`; surfaces as `procgen.tweak`. Returns `{ inputs, image,
metrics }`: the values tried, the rendered picture and the visualizer's stats.
# procgen.validate
Type-checks a `.procGraph` graph and returns diagnostics —
`{ level, code, node, input, expected, actual, suggestions }` — empty when the
graph is valid. Part of `procgen.toolbox`; surfaces as the global `procgen.validate`.
Wraps the `modules.proc` `validate(graph)` model function. Accepts a VFS path
to a `.procGraph` folder or an in-memory graph object.
# Toolbox (asset type)
A toolbox is a namespace folder that groups related `.tool/` children
plus shared helpers. Toolboxes are the addressing layer for tools —
every tool's identity is `<toolbox>.<name>`, so the toolbox name
appears in every callsite. Toolboxes also own a `shared.module/`
helper module that the toolbox's tools `require(".shared")` for
common utilities (result envelopes, validators, formatters).
## When to use one
- You have two or more related tools that belong together (an `anim`
toolbox with `play` / `stop` / `list`; an `assets` toolbox with
`compose` / `validate`).
- You need a shared helper module exclusively used by a tool set.
- You want a clean dot-namespaced identity for your tools
(`my_tools.foo`, `my_tools.bar`).
If you only have one tool and no shared helpers, you still need a
toolbox — it's the required parent.
## Where it lives
- Source: `/zero/source/.../<Name>.toolbox/`
- Identity: `<Name>` (the `.toolbox` suffix strips).
- Folder shape (container-style — open child set):
- `README.md` — instance documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
- `shared.module/` — optional shared helper module
(`init.luau` + `README.md`).
- `<x>.tool/` — any number of `.tool/` children.
The validator permits unlisted children (`allow_unlisted: true`) so
tool subfolders don't need to be declared per-name.
## How to create one
```luau
tools.createToolbox({ name = "<Name>", description = "..." })
-- or the generic scaffold:
asset.create("toolbox", "<Name>")
-- Creates: /zero/source/<Name>.toolbox/
-- README.md (instance README template)
-- shared.module/ (ok / fail result-envelope constructors)
-- `folder` places it in a subfolder of /source; `into` nests it in a
-- resolved `.package`:
asset.create("toolbox", "<Name>", { folder = "tools" })
```
Then add tools under it:
```luau
local box = asset.resolve("<Name>.toolbox")
asset.create("tool", "<toolName>", { into = box })
```
## How it operates
1. **Registration.** Writing into a `.toolbox/` folder indexes the
toolbox. It becomes the parent namespace for any `.tool/`
children.
2. **Tool identity composition.** Each child `.tool/`'s identity is
`<toolbox>.<tool>`. Listing the toolbox's tools enumerates the
children.
3. **Shared helpers.** Tools inside the toolbox pull
`shared.module/` in via `require(".shared")` (relative require
from the tool's `init.luau`).
4. **Hot reload.** Editing `shared.module/init.luau` reloads every
tool in the toolbox (they all `require` it). Editing the toolbox
folder structure (adding / removing tools) reflects in
`tools.list` immediately.
## Discovery
- `asset.list("toolbox")` — every registered toolbox.
- `asset.inspect("<name>")` — child tools, source, this type
README.
- `ls /zero/source/<Name>.toolbox` lists the files the folder holds.
- `tools.list()` — every tool across every toolbox.
## Authoring conventions
- **Per-tool implementation lives in each `<x>.tool/init.luau`.**
The tool's full function body — argument validation, the call
into engine APIs, the return value — goes in `init.luau` with
`--!desc` / `--!arg` / `--!return` / `--!example` annotations
above the function. **Every exported function is declared
`typed function`** — the keyword compiles to the runtime argument
check, so a plain `function` accepts any input and reports success
on garbage. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Keep `shared.module/` thin: result envelope constructors
(`shared.ok(value, formatted)`, `shared.fail(message, exitCode)`),
argument validators, common formatters — anything genuinely used
by more than one tool. Per-tool logic does NOT belong here.
- Group by domain, not by surface — `assets` toolbox holds asset
operations, `entity` toolbox holds entity operations. Tools that
feel unrelated probably want different toolboxes.
- Document the toolbox's surface in `README.md` — what problem space
it covers, who calls into it, any shared invariants.
## Common pitfalls
- **Missing parent toolbox.** Tools cannot exist outside a toolbox.
Always scaffold the toolbox first.
- **Cross-toolbox shared.** Each toolbox has its own
`shared.module/`. Don't try to share helpers across toolboxes; if
you need cross-toolbox helpers, factor them into a standalone
`.module`.
- **Toolbox identity.** Strip the `.toolbox` suffix in identity
references (`my_tools`, not `my_tools.toolbox`).
## Related types
- `.tool` — the required child(ren) of a toolbox.
- `.module` — for cross-toolbox utilities.
## In the Inspector
Tools: how many tools the box holds, whether it ships a shared module, what each tool does, and a link to each tool.
# Tool (asset type)
A tool is a single agent-callable function whose schema is its
`typed function` signature. Tools are the workflow surface — composed
Luau operations that bundle multiple engine APIs into one named call,
suitable for agents (and for use from `execute`). Each tool has a
declared input shape, return shape, and a strict result envelope
(`ZmToolResult`).
**Every exported tool function is declared `typed function`.** The
`typed` keyword is what makes the signature real: it compiles to a
runtime dispatch wrapper that checks each argument against its
declared type and raises on a mismatch. A plain `function` — even one
carrying Luau type annotations — is checked by nothing at call time,
so the tool accepts any input and reports success on garbage. See
"The typed signature is the schema" below.
## When to use one
- You're composing several engine APIs into a workflow that's worth
naming and discovering (`tools.list`, `search_tools`).
- You want an agent to be able to call this function by name without
reading source code — the typed signature is the API contract.
- The operation has clear success / failure modes that fit
`{ exitCode, data?, stdout?, message? }`.
If the function is just a Luau utility called from other code, use a
`.module`. If it's stateful background work, use a `.service`. If
it's pure GPU compute, use a compute `.shader`.
## Where it lives
Tools nest under a `.toolbox/` parent — toolboxes are the namespace.
- Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/`
- Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is
part of the tool identity).
- Folder shape:
- `init.luau` (or `init.lua`) — exports the function, and carries its
schema in `--!desc` / `--!arg` / `--!return` / `--!example`
annotations above it. The typed signature IS the tool's signature.
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — tool-level tier and tags. **Required.**
## How to create one
Use the workflow tool that scaffolds the right `.tool/` shape under
an existing toolbox:
```luau
-- The `tools` global authors a tool inside an existing toolbox:
tools.create({
name = "<name>",
toolbox = "<Toolbox>",
description = "What this tool does, agent-facing.",
code = "return shared.ok(true)", -- the function body
})
-- Or scaffold the folder manually:
local box = asset.resolve("<Toolbox>.toolbox")
asset.create("tool", "<name>", { into = box })
```
Always nest under an existing toolbox — if you don't have one yet,
call `tools.createToolbox({ name = "<Name>", description = "..." })`
first.
## How it operates
1. **Registration.** Writing `init.luau` into a `.tool/` folder
registers the tool with the tools registry. It becomes callable
as `tools.use("<toolbox>", "<name>", ...)` from Luau,
`use_tool { toolbox, tool, args }` over MCP, and
`zero <toolbox> <name> [args]` from the engine shell.
2. **Schema validation.** The `typed function` signature declares the
parameter shape. Its runtime dispatch wrapper checks each argument
before the body runs and raises a message naming the argument, the
expected type, and what arrived.
3. **Return envelope.** Tools MUST return `ZmToolResult`:
```
{ exitCode = 0|n, data? = any, stdout? = string, message? = string }
```
`exitCode = 0` means success; non-zero means failure, with
`message` carrying the human-readable reason.
4. **Discovery.** The tool surfaces in `tools.list()`,
`search_tools { query: "..." }`, and `asset.inspect`'s
`exposes:` section (parsed from the typed signature and the
`--!` annotations).
5. **Hot reload.** Editing `init.luau` re-registers the tool.
Subsequent calls see the new behaviour / schema.
## Discovery
- `tools.list()` — every registered tool (any toolbox).
- `search_tools { query: "..." }` — MCP-side tool search.
- `asset.list("tool")` — same set, asset-style listing.
- `asset.inspect("<toolbox>.<name>")` — signature, parameters,
return shape, this type README.
- `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds.
## Authoring conventions
- **Implementation lives in `init.luau`.** The tool's full function
body — argument validation, the call into engine APIs, the
return value — goes in `init.luau`. The toolbox's
`shared.module/` is for genuinely cross-tool helpers (`ok` /
`fail` constructors, shared parsers / validators), not per-tool
logic. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Use `shared.module/` in the parent toolbox for `ok` / `fail`
result constructors. Don't hand-roll the envelope per tool. Pull
it in with `local shared = require(".shared")` from any tool
that needs the helpers.
- Annotate every public function with `--!desc` / `--!arg` /
`--!return` / `--!example` directly above the function — the LSP
and toolbox surfaces extract these.
- **Declare every exported function `typed function M.name(arg: T,
opt: U?): R`.** This is not conditional on the signature being
"clear" — a loose argument is the case that needs the checked
contract most. Give the argument the type it actually accepts
(a union, a named table type, a literal enum) instead of dropping
to an unchecked `function`.
- Keep tools focused. One tool, one named workflow. Split rather
than grow.
- Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier":
"core|content|specialized" }`) so `search_tools` can find them by
domain (e.g. `entity`, `scene`, `assets`, `physics`).
## The typed signature is the schema
The `typed` keyword compiles the function into a dispatch wrapper
that validates arguments at call time. Without it there is no check
at all, so the tool runs its body on whatever arrived and returns a
success envelope built from garbage. Type each argument as narrowly
as the operation actually accepts:
```luau
export type Mode = "edit" | "play"
export type SpawnOpts = {
position: { number }?,
parent: EntityRef?,
count: number?,
}
--!desc Spawn a primitive and return the entities it created.
--!arg kind Primitive shape to spawn.
--!arg opts Placement and repetition options.
--!return The spawned entity refs.
--!example "cube", { count = 4 }
typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef }
```
- **A fixed set of accepted words is a literal union**, never
`string`. `("cube" | "sphere")` rejects `"Cube"` at the call and
lists the accepted values in the error; `kind: string` accepts
`"banana"` and fails somewhere deeper, or not at all.
- **A structured argument is a named `export type`**, never
`{ [string]: any }`. Naming it puts every field and its type on
the tool's page and checks them on entry.
- **A named type is only as strong as its fields.** `opts: DrawOpts`
where `DrawOpts = { value: any }` passes for a table and checks
nothing inside it — the same hole, one level down. The argument
checker walks nested fields, so type each one; a type name is not
a place to put the work off.
- **A dispatch table keyed by an `op` string is several tools.**
`{ op: string, [string]: any }` is one unchecked entry point
wearing N signatures — split it so each operation carries its own
checked arguments.
- **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**,
never `any` and never a bare name string.
- `any` is correct only for a value the tool genuinely does not
constrain — a passthrough payload, arbitrary user data. It is not
a placeholder for a type not yet written down.
## Common pitfalls
- **A plain `function` export.** The tool registers and dispatches,
so nothing looks wrong — it just never rejects bad input, and
every call reports success. Declare it `typed function`.
- **Annotations without `typed`.** `function M.f(x: string)` reads
as typed and checks nothing at runtime; the annotation only
informs the LSP. The keyword is what enforces it.
- **Wrong return envelope.** Returning a raw value instead of
`{ exitCode = 0, ... }` will be flagged by callers expecting
`ZmToolResult`.
- **Tool identity.** The fully-qualified identity is
`<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't
exist by design.
- **Missing dependency.** Tools requiring another package /
service must declare it; otherwise the call fails at runtime
with a missing-module error.
## Related types
- `.toolbox` — the required parent namespace for tools.
- `.module` — for Luau libraries with no agent-facing schema.
- `.service` — for stateful background work, not callable
request/response operations.
## In the Inspector
Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# shared
Cross-tool helpers for the [name] toolbox. Every tool inside the
toolbox can pull these in with `require(".shared")`. Holds the small
set of helpers that more than one tool needs — typically the
`ok(value, formatted?)` / `fail(message, exitCode?)` constructors that
produce the canonical `[name]ToolResult` shape, plus any toolbox-wide
parsers, validators, or shared state. Per-tool implementation stays
inside each `<x>.tool/init.luau`; this module is not a place to
forward logic from.
## Exports
- `M.ok(value: any?, formatted: string?) -> [name]ToolResult` — success envelope (`exitCode = 0`, `ok = true`).
- `M.fail(message: string, exitCode: number?) -> [name]ToolResult` — failure envelope (`exitCode` defaults to 1, `ok = false`).
Types:
- `[name]ToolResult = { stdout: string, stderr: string, exitCode: number, ok: boolean, value: any? }`
- `stdout` — human-readable formatted output; empty when the op produces no text.
- `stderr` — error message on failure; empty on success.
- `exitCode` — POSIX-style exit code: `0` success, `1` generic failure, `2` bad arguments.
- `ok` — `true` iff `exitCode == 0`.
- `value` — structured return from the underlying op; `nil` for void ops.
## Usage
```luau
local shared = require(".shared")
function M.someTool(args)
if not args.id then
return shared.fail("missing id", 2)
end
return shared.ok({ id = args.id }, "created " .. args.id)
end
```
## Notes
- Pure constructors — no engine calls, no state. Safe to call from any
context.
- Tools that opt into this shape get a stable envelope every other tool
in the toolbox can rely on. Tools that do something custom can return
whatever shape they want — `[name]ToolResult` is opt-in.
- Per-tool implementations still own their own `--!desc` / `--!arg` /
`--!return` / `--!example` annotations even when their result is
constructed through these helpers.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# proc
Code-authored, graph-backed procedural generation for the Zero engine.
A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by
family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`,
the returned table is the graph's outputs, and `io.output` is how the graph stands in the world.
`builder.module/README.md` holds every rule of that form.
This module owns the whole procedural model: the graph builder + data model,
the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op
implementations. Authored `.procGraph` graphs are persisted via
`procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in
`procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or
`tools.use("procgen", "preview", args)` from a script. Generated
meshes/materials/textures/bundles are persisted through their own `.assetType`.
An op family can also come from outside this package: a `.procPack` asset
registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones
shipped here (`proc.registerPack(name, ops)` is what it registers through, and
what a test or a tool calls to hold a family for the life of one VM).
`terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/`
and covering a whole landscape; `guides { path =
"systems/terrainSystem/documentation/terrain" }` is its guide.
To find out what the registry holds, use the `procgen` toolbox: `searchNodes`
searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and
`proc.schema(id)` are the same answers in-process, for a graph builder looking
something up while it runs.
# Generator
A live procedural generator: it binds a `.procGraph`, plays the graph's
timeline and stands each of the graph's outputs in the scene as children of
the entity it is on. Change a param and the output is made again in place; in
edit and in play alike, nothing it makes is written to the world's source.
```lua
local graph = asset.create("procGraph", "crate") -- a box with a `size` input; edit its init.luau
local e = entity.spawn("crate")
e.component.add("Generator", { graph = graph })
e.component.get("Generator").params = { size = 2 }
```
## Fields
| Field | What it does |
|---|---|
| `graph` | The `.procGraph` it plays. |
| `params` | Overrides for the graph's declared inputs, by name. |
| `output` | One declared output to stand; empty, the default, stands every output, one root each. |
| `playOn` | `"auto"` (default) plays a timeline with no end as soon as it binds and holds any other on its first frame; `"load"` plays on bind; `"manual"` waits for `play()`. |
| `ending` | `"graph"` (default) does what the timeline declares; `"loop"` plays the range round and round; `"hold"` plays it once and stays on its last frame. |
| `speed` | How fast its clock runs: 1 its own rate, 0 still, negative plays a timeline with an end backwards. |
| `diskCache` | Whether the outputs the graph caches load from, and are written to, the world's disk cache. On by default. |
| `cookBudgetMs` | Milliseconds of cook work a frame before a cook yields to the next frame. 5 by default. |
## Methods
`play()`, `pause()`, `seek(seconds)`, `seekFrame(frame)`, `loop()`, `hold()`,
`setFps(fps)`, `setRange(first, last)` and `setWallTime(on)` drive its clock,
on every peer. `getFrame()`, `getTime()`, `describeGraph()` and `playback()`
read it; `playback()` also says what running the graph costs and how each
output is drawn. `cancelCook()` stops a cook in flight and leaves the last
output standing. `apply()` swaps the generator for the asset it makes: the
frame being presented becomes a bundle, and an `Asset` component standing it
takes the Generator's place. The `onFinished` event fires when a range played
once reaches its end.
A timeline that runs in real time (`realTime = true`) has an end when its graph
states `frames` beside it (`g:timeline({ realTime = true, fps = 60, frames = 180 })`)
or when `setRange` gives it one; with neither it runs on and never finishes.
When the playhead of one with an end reaches its last frame, `ending` applies as
it does to any timeline: `"graph"` loops where the graph declares `loop` and
otherwise holds on the last frame and fires `onFinished` once; `"loop"` plays it
again from the start, a fresh simulation each time, without firing it; `"hold"`
stays on the last frame. `play()` plays a held one again from its start.
`playback().ends` is whether the timeline has an end, and `last` is its last
frame. A real-time timeline begins again, by `seek(0)`, a loop or `play()`, in
the runs its solvers hold on the device: a restart costs a rewrite like any
other present, and opens no cook.
## Under an effect
An effect's play runs each graph of its entry on a Generator, a child of the
play's entity. `effectRef:play(entry, opts)` and the `Effect` component make
them and drive their clocks together, so a shot, an impact or a cast is a play
of an effect (`guides { path = "topics/visual-effects" }`). The play's own
`playback()` adds its Generators' costs together, and `procgen.frames` and
`procgen.onPresent` take the play's entity as they take a Generator's.
Every play of one graph with the same params plays the frames the first one
cooked. A Generator of a graph with `playOn = "manual"` cooks every frame of the
timeline while it waits, and `playback().cookedThrough` reaching
`playback().last` says every frame is cooked.
## Related
- `guides { path = "systems/procgen/documentation/procgen" }`: graphs, ops,
timelines, effects and the live generator in full.
- The `procgen` toolbox: `spawn`, `adjust`, `apply`, `generators`, `cooks`,
`frames` and `onPresent` work on generators by entity.
# Model
Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh.
**Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide.
Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`.
Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`.
```luau
entity(id).component.add("Model", { model = "cube", material = "gold" })
entity(id).component.get("Model").material = "checkerboard" -- swap material
entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5)
entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2)
```
# 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.
# proc.parity
The machinery behind the procgen rewrite's parity harness (`procgenParity`), its sheet tests (`procgenSheet`) and the `procgen.coverage` tool.
- `parity.json`: `entries` holds one entry per current op. Each names its new composition (`new`, node ids as `nodebox.name`, or `nodebox.*` for any node of a nodebox), its class (`exact`, `meaning` with an `invariant`, `gone` for a named decision with a `note`, `unmapped` where the sheet names no counterpart), and `tolerance` the comparison reads. An entry that states `decided` (the text of the ruling that accepts the difference between the op and its node) keeps running: the value differences its comparison finds are reported as accepted, under the verdict `decided`, and are held to nothing, while a node that raises and the cost findings stay findings (`accepting`, `decidedLines`). `budgets` states, per op, the read-backs its node may make (`{ "<op>": { "readbacks": n } }`); an op without one may make as many as the current op does. `types` maps a socket's type to the fixture a case builds for it. `cases` holds a case per op that needs more than the defaults and names only content the library ships. A parity suite states the cases whose inputs are its test fixtures in the `cases.json` of its folder (`{ "cases": { "<op>": case } }`), since the library ships its test content nowhere; `cases()` is both together, one case per op, and an engine whose library leaves the suite out finds no case for those ops.
- A case states `params`, `fixtures` (a fixture by input socket), `node` (the new node a multi-node entry compares against), `rename` (`inputs`, `params`, `outputs`: the new node's names where they differ, `false` leaves a name out), `compare` (`bounds`: a Geometry is held to its bounds alone, for an output whose element layout differs by design; `ramp`: two ramps are held to the values they read at the same positions), `sink` (`asset` or `handles`: the op writes to the world, each side under its own name and what it wrote is compared and removed), `world` (entities spawned for the run; `scene` takes the run's root scene, `settle` waits until the op runs on them), `tolerance` (bounds that replace the global ones for this case, `{ attribute = 0.05 }`: for an op whose values come from the device's sampler, whose fixed-point weights and decode answer within a fraction of a percent of the exact blend a node computes), `ignore` (outputs left out), `unreachable` (the sentence that says why the harness has no fixture for the case; the entry then counts as a harness error) and, for an op that is a solver over a timeline, `suite` and `describe` (the group of an existing suite that holds its comparison; `deferred` leaves that group to the suite's own run and states the entry pending, for a group that costs the suite's whole time a second time inside this one).
- A fixture is a name (`mesh`, `points`, `curve`, `positionField`, or a type named in `types`), a current op run on its own fixtures (`{ op, params, inputs, output }`; the new side builds it through the node that replaces the op when the entry for that op names exactly one, so a ramp, a group, a prefab, a raster or an Sdf a node reads is one that library made; `shared: true` makes both sides take what the current op makes, for inputs the entry under test is held to and the op that made them is not), a node run on its own fixtures (`{ node, params, inputs, output }`, a new node by id), a list (`{ list }`), a record (`{ record }`) or a literal (`{ value }`). A case's `newInputs` are fixtures only the new side takes, for an input the current op states as a param (a texture the node reads where the op names the asset).
- `sheet.json`: the composition sheet's expectations: the four ops, the 23 kernel families with their tallies (a kernel asset `<kernel>_<pass>` belongs to the family `<kernel>`), the layers, the L2 ids as the core package names them, `universalUses` (the L2 nodes every row may call), one row per node family (the kernel families, L2 nodes and ops a node of the row may name; `authorKernel` for rows whose nodes run a kernel the author names; which nodes may stand on one kernel family alone), and the reported numbers.
`scan()` finds the new parts in the library: the nodes of every built-in nodebox wherever its package keeps it, the kernel families with their pass assets, and the modules that sit beside nodes. `analyze(src, ...)` reads a node's source: the nodes it calls (`g.<name>(...)`), the ops it names (`op.<name>`), the kernel families it names, a structural hash per call, and WGSL text in its strings. `rowViolations(scan, node)`, `dispatchViolations(scan, node)` and `directCallers(scan)` state what a node breaks of the sheet. `valuesHold(result)` reads a comparison's values alone, which is what lets an existing suite run on the nodes of an op whose cost is over. `assess(scan, entry)` states where an entry stands (`decided`, `unmapped`, `pending`, `ready`); `compare(scan, entry)` runs a ready entry's current op beside its node; `checkCase(entry)` runs the current op on the entry's case. `redirect(map, fn)` runs `fn` with `registry.get` answering a new node for each op id in `map`; `runSuite(name, redirect)` runs an existing suite's cases through the test framework's own runner, and `runSuiteOnNodes(scan, name, ops)` runs it as it stands and with its ops answered by their new nodes. `report(opts)` is the coverage report.
A comparison states cost as separate numbers (`result.cost`): `oldMs` (the current op's CPU time), `planMs` (the evaluation outside the nodes' own cooks: expanding the call form, lowering refs and constructs, scheduling, with the plan's share of the waiting taken out), `cookMs` (the CPU time the nodes' cooks spend, with their share of the waiting taken out), `waitMs` (the time in `task.wait`, a read-back's frames, shared between the cooks and the plan by the read-backs each made), `dispatches` (device dispatches queued), `readbacks` (read-backs the substrate counted) and `frames` (frames that passed during the evaluation). A Field in an output is read over the Geometry its side was given, a Column by its values, and a Bool answers 1 or 0. The cost ratio of `tolerance` is applied to `cookMs` against `oldMs`; the read-back count is asserted against the op's budget on its own, so a read-back removed from a node shows as `frames` falling to zero. Times are the median of three runs; counts are the last run's.
A comparison states its values and its cost apart. `result.valueFindings` are the differences in what the node answers and `result.costFindings` the cost and read-back findings (`result.findings` holds both). `verdict(assessed, result)` reads them as `value` (`equal`, `differ`, `missing` for an attribute, layer or column the new output lacks, `raised` for a node that failed on the case's inputs, `harness` for a case whose inputs could not be made, `skipped`, `decided`) and `cost` (`within`, `over`, `none`); `summary(scan)` counts every entry under exactly one of `pass`, `costOver`, `differ`, `missing`, `raised`, `harness`, `skipped` and `decided` and reports the same per family (the nodebox of the entry's first new node) with the median and worst cost ratio.
What is compared where the two libraries carry a value differently: a Geometry by its live counts (a domain allocated at a capacity compares its live front), a Raster layer by layer at the grid's cell centres, a Texture by size, channel count and texels (bytes scaled to 0 to 1 and held to half a byte step), a count the new library holds on the device as a one-word column by its value, a Population against the instanced points by instance count, and a list of numbers against a list of records of numbers as one layout finding that says whether the numbers agree.
# prefab (nodebox)
Prefabs: the entity records a spawned hierarchy is made of, as record and list values. prefab.empty makes a root, prefab.entity, prefab.parent, prefab.add_component and prefab.link shape the hierarchy (each calls prefab.edit, which holds the record-list edits and the name lookup that prefab.find answers), and prefab.from_geometry, prefab.from_geometries, prefab.from_instances, prefab.from_population and prefab.from_asset make prefabs from what a graph built. The output node shows a prefab and the export node saves it as a bundle.
prefab.record and prefab.find are the parts the others are built from: one entity record, and a lookup of an entity by name.
# field.distance (procNode)
How far each element's position is from a target, as a Float field. It makes the target the wired `b` field or,
when `b` is left unwired, the fixed `point` as a constant field (`value.fallback`, `field.constant`), then
measures with `field.vector_math` in `distance` mode from `a` to that target. The result compiles to the device with
the rest of the field chain.
## Inputs
- `a` (`Field<Vec3> | Vec3`): the positions being measured, one per element.
- `b` (`Field<Vec3> | Vec3`): what each element is measured to, per element, so the target can move with the
element. Wired, it stands in for `point`.
- `point` (`Vec3`, default `{ 0, 0, 0 }`): one fixed position every element is measured to when `b` is unwired. It is
how a radial falloff around a place is built.
## Outputs
- `field`: the distance, a Float field.
# instances (nodebox)
Instances: pack a geometry into a piece (instances.pack), place a piece set on target points (instances.to_points) and take a population or piece set apart (instances.unpack). A piece is one point whose `Mesh` holds a geometry whole; `geometry.merge` with `pack` puts several together into a piece set. The copies `instances.to_points` makes are a population, which the output node draws as instanced draws, one per piece and material, and export saves as a population asset; any other points stand as one entity each.
instances.pack, instances.to_points and instances.unpack are the nodes of that chain, with `points.pose` composing the instance attributes (`P`, `orient`, `scale`, `N`, `v`, `up`, `pscale`, `rot`, `trans`, `pivot`) the copies stand at.
Earlier nodes of the nodebox stand a source on points (instances.on_points), deal one of several sources to each point (instances.pick_random, instances.pick_by_attribute), vary and move the copies (instances.randomize_transform, instances.transform, instances.set_material) and merge them into one geometry (instances.realize). The points they make carry a `Mesh` and stand as entities through the output node.
instances.place, instances.variants, instances.turn and instances.sources are the parts the others are built from: a transform written onto points, a variant index written onto points, the product of two rotations, and the geometries a population stands (the ones given, else the ones its points carry).
# part (nodebox)
part.merge packs several values into one part, each piece keeping what it is; part.unpack gives one piece back by its name.
# math
One node per operator and function of the authoring surface: add, sub, mul, div, mod, pow, neg, abs, min, max, floor, ceil, sqrt, sin, cos, tan, acos, atan, log, sign, deg, rad, clamp, lerp, smoothstep, length, normalize, dot, cross, vec2, vec3, vec4, the comparisons (lt, le, gt, ge, eq, ne, and `compare` over them), `where`, the integer functions (to_int, to_float, bor, bxor, shl, floordiv), and `concat` for text.
Operators and `math.*` over sockets resolve to these nodes. Each calls an operation of `proc.fieldc.operators`: over plain numbers and vectors it answers the plain result, over a Column or a Field it answers a Field (a fieldc template), so a chain of math nodes is one expression that the node consuming it evaluates in a single dispatch (`fieldc.evaluate`).
# core
The parts the other procgen nodes are built from: connectivity (edges, boundary, adjacency, islands, owner, corners), normals, weld, select, stitch, curve measure and resample, sampling, neighbours, realize, the raster set (`raster.new`, `raster.read`, `raster.stencil`, `raster.sample`, `raster.add_layer`, `raster.remove_layer`, `raster.reduce`, `raster.column`, `raster.resolve`, `raster.blend`, and `raster.cells` under them), `column`, and `entity.read`, which brings scene entities in (assets come in through `io.import`).
Each is a graph of the four ops, the kernels of `kernels/` and other core nodes. `join` holds the module that places the parts of a join, called by `concat` and `realize`.
A graph calls them as `g.core.<name>`, for instance `g.core.edges`. A node with several outputs answers a record: `local faces = g.core.normals.face(...)` then `faces.geometry`, `faces.scaled`. Every node's README states its inputs and outputs.
# Scatter (node)
A scattering node: its `init.luau` holds the graph that does the work, so the declared inputs are this node's inputs
and the declared output is this node's output. The node is its pipeline, in one self-contained asset.
It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and
scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The
transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point.
A node is findable by what it does: the `procgen` toolbox's `ops` with the query `scatter` lists it beside
`points.on_surface` and `instances.on_points`. Editing this node's `init.luau` cooks again every graph that calls it.
## Inputs
- `surface` (Geometry): what the copies land on.
- `source` (Geometry): the shape being copied.
- `count` (Int, default 200): how many.
- `seed` (Int, default 1): changes the arrangement.
- `scaleMin` / `scaleMax` (Float, defaults 0.8 and 1.4): per-copy size range.
- `tilt` (Float, default 0.15): radians of random lean.
## Output
- `instances`: a population, the points each carrying the source as its `Mesh`.
## Authoring a node
A node is a graph returned from a `.procNode`'s `init.luau` (`proc.define`). `asset.create("procNode", name)`
scaffolds that shape, and `procNode.assetType/README.md` describes what a node states and how graphs call it.
# field.ramp (procNode)
A ramp read at every element by a value it carries: a particle's colour, size or opacity following its age. It takes
the value each element reads by (the wired `t`, else the element's own `by` attribute, through `value.fallback` and
`field.attribute`), maps it from `range` onto 0..1 (`field.map_range`, the ends read off `range` by `value.get`), and
reads the ramp there with `ramp.sample`, compiled into the element's dispatch. A value past either end of `range` reads
that end of the ramp.
## Inputs
- `ramp` (`Ramp`): the ramp to read.
- `t` (`Field<Float> | Float`): where along the ramp each element reads. Unwired, it is the element's own `by`
attribute.
- `by` (`String`, default `"life"`): the Float attribute each element reads the ramp by when `t` is unwired. A particle
solver's particles carry `life`, 0 at birth to 1 at death.
- `range` (`Vec2`, default `{ 0, 1 }`): the values of `t` that land at 0 and at 1 on the ramp, so a speed from 0 to 20
or a temperature from 300 to 3000 reads the whole ramp.
## Outputs
- `field`: the ramp's value at each element.
# debug (nodebox)
debug.dump summarizes any graph value into a record; debug.validate checks a Geometry's structure and reports every issue it finds.
# geometry.recalculate_normals (procNode)
Every vertex's normal averaged, by area, over the faces meeting it. The node is `geometry.smooth_normals` with a
crease angle of 180 degrees and area weighting, so no vertex splits: a vertex shared by two faces is smooth across
them, and one already split between two copies stays a hard edge.
## Inputs
- `geometry` (`Geometry`): whose surface the normals are read off. Attributes and material carry to the result.
## Outputs
- `geometry`: the geometry with recomputed per-vertex normals.
# material (nodebox)
Materials as records: material.pbrMat is the standard metallic-roughness material made from its PBR maps (base colour, metallic-roughness, normal, occlusion, emissive) and their factors, and material.shader a material of any surface shader, holding every property and slot to what the shader declares. Each answers one element holding the record of the material kind (`records/material.procRecord`), which geometry.set_material, instances.set_material and the other inputs that take a material put on what draws; the output node shows it and the export node saves it as a `.material`.
# instances.cull (procNode)
Keeps the instances a test says to. An instance survives when the value it is judged by is strictly above
`threshold`; `invert` keeps the rest instead. The value is the `mask` field when it is wired, else the named point
`attribute` (`field.attribute`). `elements.keep` on the points carries every attribute onto the instances that stay, so
a culled set realizes as the whole one would have. With nothing to judge by, every instance stays, and inverted, none
does.
## Inputs
- `instances` (`Points`): the set to thin out, points carrying a Mesh.
- `mask` (`Field`): the value each instance is judged by. Wired, it outranks `attribute`.
- `threshold` (`Float`, default 0.5): an instance survives when its value reads strictly above this. Raising it thins
the set, lowering it fills it back in.
- `attribute` (`String`): a point attribute on the set to judge by, read while `mask` is unwired. A name the points do
not carry is refused.
- `invert` (`Bool`, default false): true keeps the complement, every instance the test dropped.
## Outputs
- `instances`: the surviving instances.
# points.box (procNode)
A 3D lattice of points filling a box centred on the origin. Each count is at least 1, and the extent the lattice spans
is the counts times `spacing` (`value.math`). `grid.box` lays out the cells, x fastest, then y, then z, on the device,
and each cell's centre is one point. `attribute.remove` takes the cell layout off the detail so the lattice reads as
Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 3): how many points along X. The lattice holds countX x countY x countZ points and stays
centred on the origin on every axis. Below 1 reads as 1.
- `countY` (`Int`, default 3): how many points along Y, the layers the lattice is stacked in. 1 collapses it to a single
flat sheet at y = 0. Below 1 reads as 1.
- `countZ` (`Int`, default 3): how many points along Z. Below 1 reads as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on all three axes. The lattice spans
(count - 1) x spacing per axis.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# component (nodebox)
component.set gives every element of a class a component with the fields given.
# texture (nodebox)
Textures: images drawn on the device as Texture values, a width, a height and one colour per texel. texture.noise and texture.gradient draw from a formula, texture.from_shader from an author's compute shader and texture.from_raster from the layers of a raster. A material takes a Texture in a slot, and the output node shows one.
texture.cells is the part the first two are built from: one point per texel carrying its column and row.
# geometry
Nodes that move, join, cut, round, thicken and sample meshes. A graph transforms a geometry (`geometry.transform`, `geometry.set_position`, `geometry.merge`), welds and shades it (`geometry.weld`, `geometry.smooth_normals`), models it (`geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`), builds surfaces from outlines (`geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`) and reads it into volumes (`geometry.voxelize`, `geometry.to_sdf`). Each is built from the core nodes and the kernels of the library.
## Nodes
- `geometry.transform`, `geometry.set_position`, `geometry.set_material`, `geometry.merge`, `geometry.triangulate`, `geometry.measure`: the basic edits and the measurement of a geometry.
- `geometry.weld` (with `match = "position+normal"` it keeps hard edges), `geometry.smooth_normals`: merging points and shading normals.
- `geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`: modelling.
- `geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`: surfaces from outlines and paths.
- `geometry.voxelize`, `geometry.to_sdf`: a mesh as cells and as a distance field.
- `geometry.boolean`: union, subtract or intersect of two closed meshes, over the `intersect` kernels.
- `geometry.selected`, `geometry.flip`, `geometry.profile`, `geometry.tangents`, `geometry.sides`, `geometry.shared`, `geometry.bvh`, `geometry.rings`, `geometry.first`: the parts the nodes above are built from, each usable on its own.
- `geometry.unit`, `geometry.perpendicular`, `geometry.rotate`, `geometry.transport`: vector arithmetic over sockets that the nodes which orient points and normals share.
## Conventions
- Each node's folder name is its call name inside the box: `geometry.<folder>`.
- Inputs and outputs carry the names of the op each node replaces.
- A node that answers a Data table from numbers read back off the device holds the Luau for it in a `readings.module` inside its own folder.
- A node with one output answers that output's value; a node with several answers a record by output name.
- A fold's index runs from 1: the first pass is 1, so a pass that works on level, chunk or step `n` reads `index - 1` when it counts from 0 (`geometry.bvh`, `geometry.to_sdf`, `geometry.sweep`, `geometry.loft`).
- A field bound to a kernel takes the length of that dispatch, so a node writes a value out as a column (a gather with an explicit `count`) before it binds one whose length differs from the dispatch's.
# sdf (nodebox)
Signed distance field nodes: shapes, smooth combines, round and shell, space warps (transform, twist, bend, taper, elongate, mirror, repeat), displacement, grids and fields in and out, and sdf.mesh, which contours a shape into a closed mesh.
# points.grid (procNode)
A flat lattice of points in the XZ plane, centred on the origin. Each count is at least 1, and the extent the lattice
spans is the counts times `spacing` (`value.math`). `grid.box`, one cell thick at height `y`, lays out the cells, x
fastest, then z, on the device, and each cell's centre is one point. `attribute.remove` takes the cell layout off the
detail so the lattice reads as Points, and each point carries its own number as `id`.
## Inputs
- `countX` (`Int`, default 4): how many points along X. The grid holds countX x countZ points and stays centred on the
origin, so each one added widens it by `spacing`, half of that to either side. Below 1 reads as 1.
- `countZ` (`Int`, default 4): how many points along Z. A count of 1 leaves a single row running along X. Below 1 reads
as 1.
- `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on both axes. The grid spans
(countX - 1) x spacing by (countZ - 1) x spacing.
- `y` (`Float`, default 0.0): the height the whole lattice sits at. Every point takes this as its y.
## Outputs
- `points`: the lattice, with `id` numbering each point.
# points.filter (procNode)
Keeps the points a test says to. The value each point is tested by is the `mask` field when it is wired, else the named
`attribute`'s values (`attribute.labels`). The test is a comparison (`field.compare`): above `threshold`, or, when
`equals` is given, equal to the index that value or label names. `elements.keep` on the points carries every attribute
and the detail onto the points that stay, counted on the device. Given neither a mask nor an attribute, the points come
back as they are.
## Inputs
- `points` (`Geometry`): the cloud to thin. Every point attribute and every detail value is carried onto the survivors,
so a colour or an index still belongs to the point it started on.
- `mask` (`Field`): the per-point value tested; a point stays when it is above `threshold`. Wired, it decides, and
`attribute` is read only when this is empty.
- `threshold` (`Float`, default 0.5): a point stays when its value is strictly above this. Raising it keeps fewer
points.
- `attribute` (`String`): a point attribute to test instead of wiring `mask`. A name the points do not carry is refused,
naming the ones they do.
- `equals` (`String | Float`): keeps the points whose `attribute` equals this instead of testing it against
`threshold`. It is a number, or a label: one of the texts a text attribute holds, or one of the names the points'
detail `labels` gives a numeric one (how one solver's particles are split back by the `stream` their source named).
## Outputs
- `points`: the points that stay.
# geometry.delete (procNode)
Deletes the triangles a test selects. A triangle is selected when its value is strictly above `threshold`. The value
each triangle is tested by is the `mask` field when it is wired, else the named primitive `attribute`
(`field.attribute`), else 0. `invert` deletes the triangles the test did not select. `elements.keep` on the primitives
does the removal: every point stays, and the triangles that remain keep their corners and attributes, counted on the
device.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are thinned. Point and detail attributes carry over as they are;
primitive and vertex attributes stay with the triangles that survive.
- `mask` (`Field`): read once per triangle for whether it goes. Wired, it is what the selection reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle is selected when its value is strictly above this. Raising it deletes
less.
- `attribute` (`String`): a primitive attribute on the geometry to read the selection from, instead of a wired mask. A
name the triangles do not carry is refused.
- `invert` (`Bool`, default false): true deletes every triangle the test did not select, so a mask naming what to keep
cuts away the rest.
## Outputs
- `geometry`: the geometry with the selected triangles removed.
# shader (nodebox)
An author's own compute shaders as nodes. shader.compute runs a .computeShader over the elements of a geometry through the device.kernel op: each buffer binding is a column of the geometry, each param a knob of the node, and what the shader writes comes out as columns.
# scene (nodebox)
scene.query finds entity ids by name, component and hierarchy, scene.fetch brings entities in as points carrying their pose and components, scene.input is the entity the graph stands on, and scene.water is the water the scene holds.
# geometry.separate (procNode)
Splits a geometry's triangles in two by a test. The value each triangle is tested by is the `mask` field when it is
wired, else the named primitive `attribute` (`field.attribute`), else 0. Two comparisons against `threshold` follow
(`field.compare`): strictly above, and at or below. `elements.keep` on the primitives runs once for each, so `a` holds
the triangles above and `b` the rest. Both keep every point, and between them they hold every triangle once.
## Inputs
- `geometry` (`Curves | Surface`): whose triangles are divided. Point and detail attributes carry to both halves as they
are; primitive and vertex attributes stay with each half's own triangles.
- `mask` (`Field`): read once per triangle for which half it joins. Wired, it is what the split reads, and `attribute`
is read only when this is empty.
- `threshold` (`Float`, default 0.5): a triangle goes to `a` when its value is strictly above this, and to `b`
otherwise.
- `attribute` (`String`): a primitive attribute on the geometry to read the split from, instead of a wired mask. A name
the triangles do not carry is refused.
## Outputs
- `a`: the triangles whose value is strictly above `threshold`.
- `b`: the rest. A call answers both as a record by output name.
# sim (nodebox)
Simulation nodes: sim.spawn, sim.force, sim.collider, sim.scene_colliders, sim.particles and sim.shader, built on the runtime's g:state and g:step.
# abiBox
A node for the procgenAbi suite: it is called through the builder and written out in a graph.
# mesh
The primitive solids and sheets a graph starts from: `mesh.box`, `mesh.sphere`, `mesh.cylinder`, `mesh.cone`, `mesh.capsule`, `mesh.octahedron`, `mesh.torus`, `mesh.rounded_box`, `mesh.plane` and `mesh.grid`. Each is made on the device from lattices and fans of the `make` kernel, with positions, normals and texture coordinates written as formulas over the lattice, and answers triangles centred on the origin that fill the box its parameters name.
## Conventions
- Each node's folder name is its call name inside the box: `mesh.<folder>`.
- Parameters keep the names and defaults of the op each node replaces.
- `mesh.lattice` makes the lattices and fans the presets share, `mesh.spherical` the point of a sphere and `mesh.cube_faces` the faces of a cube; a preset writes its positions, normals and texture coordinates as formulas over the lattice.
# io
The ways in and out of a graph: `luau` runs a function of a Luau module on the CPU, `output` shows a value in the world and answers a Handle, `export` saves a value as an asset, and `engine` calls the engine bridge the core reading nodes and `export` use. `output` holds `show.module` and `engine` holds `engine.module`, the functions they call.
# entity (nodebox)
entity.transform and entity.bounds read one entity's pose and bounds as values, entity.points reads a set of entities as points, and entity.geometry reads the mesh an entity's Model draws as a Geometry.
# oceans
A sea and the ground under it, as one package: the wave simulation, the surface
that renders it, the seabed it is seen through, and the answer to "how high is
the water here" that gameplay needs to float things on it.
```lua
local Ocean = require("@builtin::systems.oceans.modules.ocean")
Ocean.create({ preset = "gale" })
```
That is a whole ocean — waves out to the horizon, foam on the breaking crests, a
seabed below, and a surface that follows whoever is looking at it. To float
something on it:
```lua
local ocean = Ocean.forEntity(oceanEntityId)
boat.position = { x, ocean:sampleHeight(x, z), z }
```
It is a building block. The sun the water glitters under, the ambient its foam
sits in and the sky it reflects all come from the scene, through the same
directional light and reflection probes every other material in the engine
reads — so an ocean drops into a world that already has lighting instead of
bringing a second set, and changing the scene's light changes the water with it.
## What it does
The simulation is **spectral**: instead of animating individual waves, it builds
the sea's energy across every wavelength and direction from an oceanographic
spectrum, then inverse-transforms that into a height field. A real sea is what
comes out — wind speed alone decides wave height, and it rises with wind the way
a fully developed sea does, following the Pierson–Moskowitz law.
It runs in **cascades** — independent wave fields over different patch sizes,
each band-limited to its own range of wavelengths. A tile of roughly two
kilometres carries the long waves and one of a few hundred metres the short
ones; they sum into a surface with detail at every scale, and because the bands
are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank**
adds the swell analytically, which no cascade can hold: a wave longer than its
own patch has nowhere to live, and swell arrives from a distant storm on its own
heading anyway.
**Foam** is not painted on. It comes from the Jacobian of the wave displacement:
where the surface folds over itself, the wave is breaking. Whitecaps appear
where and when the geometry actually breaks, accumulate into a persistent
world-space field, and streak behind the crest as they decay.
**Colour and transparency are the same mechanism.** Per-channel Beer–Lambert
extinction over the distance light travelled through water gives both — red dies
within a metre, blue survives tens. That is why shallow water over sand reads
turquoise and the open sea reads near-black blue without switching materials.
**The seabed** is one noise field read twice: scaled it is the terrain's relief,
unscaled it picks between sand and rock, so outcrops stand on the high ground
and sand fills the hollows. The sun's caustic web moves over both, bent by the
horizontal displacement of the water directly above it. Bodies land on it: the
pass that raises the ground writes the same field out as a height patch that
travels with the viewer, so what a body stands on is what the frame drew.
Nothing here ships an image. Every map the surface and the seabed sample — the
foam patterns, the sand, the rock, the caustics — is grown on the GPU at
startup.
## The pieces
| Asset | What it is |
|---|---|
| `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. |
| `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. |
| `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. |
| `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. |
| `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. |
| `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. |
| `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. |
| `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. |
| `modules/oceanScene` | The seam between the scene capture and the materials that sample it. |
| `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. |
| `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. |
| `materials/oceanWater`, `materials/oceanSeabed` | The default looks. |
| `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. |
| `computeShaders/ocean_*` | The ten-stage GPU pipeline. |
## Wind is the control
Significant wave height goes as the **square** of wind speed, so that one field
does most of the work:
| Wind | Sea | Wave height |
|---|---|---|
| 3 m/s | glassy, a mirror | ~0.2 m |
| 11 m/s | working sea, occasional whitecap | ~2.5 m |
| 24 m/s | gale, breaking and streaked | ~12 m |
Everything else shapes character rather than size: `choppiness` pinches crests
into peaks, `standingWaveRatio` runs waves both ways instead of only downwind,
`jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how
readily a breaking crest whitens and how long it streaks.
Read `documentation/oceans.guide` for the full walkthrough, including the
seabed, buoyancy, reflections and what each tier costs.
# Scatter
Strews copies of one shape over the surface of another, each with its own turn, lean and size.
Both the surface and the thing scattered are inputs, so this covers rocks on a hillside, crates on a deck, bushes
along a bank or rubble across a floor: wire it a different `source` and it is a different field.
It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and
scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The transform
is read from the same point cloud the instances sit on, so each copy takes the pose of its own point.
## Inputs
| Input | Type | Default | What it does |
|-------|------|---------|--------------|
| `surface` | Geometry | none | What the copies land on. Points are area-weighted, so a bigger face gets proportionally more. |
| `source` | Geometry | none | The shape being copied. |
| `count` | Int | 200 | How many copies. |
| `seed` | Int | 1 | Changes the arrangement. The same seed always gives the same field. |
| `scaleMin` | Float | 0.8 | Smallest per-copy size multiplier. |
| `scaleMax` | Float | 1.4 | Largest per-copy size multiplier. Equal to `scaleMin` means uniform. |
| `tilt` | Float | 0.15 | Radians of random lean off vertical. `0` stands every copy upright. |
## Output
`instances`: a population, the points each carrying the source as its `Mesh`. A Generator draws it as one
hardware-instanced draw call per source; `instances.realize` merges it into a single Geometry.
## Calling it
Another graph calls a `.procGraph` as it calls a node, by its path or identity, naming the inputs in a table; the
call answers what the graph outputs (`instances`). Its declared inputs are the call's inputs.
# probe
Get told when something happens in the running world, without editing anything.
A probe attaches to code that is already running. You say what to watch, what
condition matters, and what to compute at that instant; you get a notice on a
later tool call saying it happened and carrying the value. You never wait, you
never guess a delay, and there is nothing to remember to undo — no source file
is touched, nothing reloads, and cancelling removes every trace.
This is what to reach for instead of adding a log line to a component and
reloading it, and instead of running a script, waiting, and capturing in the
hope the timing was right.
## The three things you can watch
| Tool | Fires when |
|---|---|
| `onCall` | A named function runs. Sees its arguments and what it returned. |
| `onLine` | Execution reaches a file and a line. Sees that frame's locals. |
| `onChange` | A value becomes different from what it was. |
And three to manage them: `list` (what is armed and what it has seen), `hits`
(the detail behind the notices), `cancel` (take one off, or all).
## What a probe tells you
Three parts, every time:
1. **Where it came from** — which probe, and what it is attached to. Written by
the probe, so several armed at once never blur together.
2. **What it is about** — your `notice` text. Required. A value with no idea
what it is about is not a report.
3. **What your body returned** — a string becomes the line, a table becomes the
values beside it.
```lua
probe.onCall("modules.combat.applyDamage", {
notice = "a hit killed something",
when = "ret.killed",
run = "return ret.target .. ' at ' .. tostring(ret.hp) .. 'hp'",
})
```
That reads back as its source, then "a hit killed something", then
`goblin at -40hp`. Repeat hits collapse into one line with a count and the
values that differed, which is why the text stays fixed and the value varies.
## Seeing the moment
Pass `capture` to have a hit bring back a picture as well: Luau, read against
the hit's context the way `run` is, that aims a capture tool at what the hit is
about and returns the picture.
```lua
probe.onCall("modules.combat.applyDamage", {
notice = "a hit killed something",
when = "ret.killed",
capture = "return tools.use('capture', 'fromEntity', { entity = args[1], angle = { 30, 20 } })",
freeze = true,
})
```
A capture waits for the renderer, so it runs as the hit is recorded rather
than inside the code the probe is attached to; the hit's notice goes out once
the picture is back and carries it under `shot`, delivered to you as a picture
beside the line, and the picture says which frame it is of. `probe.hits` holds
the same picture on the hit's row. On `onCall`, `freeze` also stops the world
at the hit. A capture that fails still reports the hit, with `captureError`
saying why.
## Picking a target
- A function on a required module — `onCall`, by `module.field`.
- A local inside a module, or a helper a component keeps to itself — `onLine`,
by chunk and line. This is the one that reaches code no name can address.
- A value: a component field, a light's intensity, a position — `onChange`.
Pair any of them with `when` to name the moment rather than every step toward
it. `when = "value >= 5"` fires the first time it reaches five.
A line probe's `when` is evaluated inside the frame it stopped in, so it reads
that frame's variables by their own names and with their own types —
`doubled >= 6`. The other two read the context: `ret.killed`, `value >= 5`.
## What it costs
- `onCall` costs one extra call on the wrapped function, and nothing anywhere
else.
- `onLine` costs nothing on an unarmed line, but a breakpoint drops the
enclosing function out of native code until that script reloads. On a
function that runs every frame that is real, so cancel it when done.
- `onChange` reads its expression once per frame while armed, which is also
its limit: something that changes and changes back within a frame is not a
change it can see. Probe the code that sets it with `onLine` instead.
Every probe carries a hit limit and a cooldown, both defaulted low. A probe
that reaches its limit disarms and says so; hits the cooldown held back are
counted and shown by `list`, so a busy probe never leaves you believing it
fired only as often as it spoke.
## Where it stops
Nothing about a probe is written to disk and nothing survives the engine
stopping. A body runs inside a protected call and must not yield; three errors
in a row disarm the probe and report why.
Globals are sealed read-only, so `onCall` cannot wrap one. A component's own
method is not a field on a module either — reach it with `onLine`.
# discovery
Content search in this engine. One question — `discovery.search { q, assetType,
match, mode, limit }` — answered in one shape, in one of two modes. `match`
belongs to keyword mode.
**Keyword** reads the files each asset type's `type.yaml` names under
`indexing.data` for the slot `match` selects: `identity` is the identity role
(a README, usually); `capability` is the capability, interface and
implementation roles together (code, guide bodies); `any` is either and `all`
is both. It matches the query's words against those files verbatim and each hit
says which role and file matched. It runs on this engine's own files, so
unpushed content and a private world's own content are in it.
**Semantic** is ZeroMind's ranking over what ZeroMind may embed: the builtin
library, the origin worlds of installed libraries and imported assets, and this
world itself when it is public. Say what you need in `q`, in plain words. The
search decides which asset types the words are about, and a judge reads every
candidate against the query; the hits it keeps come back best first. `match`
does not apply to it. Leave `assetType` out: naming one replaces the search's
own choice of types, so only the named types are searched and a type guessed
wrong answers nothing even when the library holds what you asked for. Name a
type only when the task fixes it. A private world's own content is out of its
reach, and the answer's note says what it searched and that keyword mode
searches the world's own files.
The two modes never fall back to each other; the answer names the other one
when it cannot answer.
**The library corpus.** `library = true` asks the semantic ranking over the
whole published library instead of the content this engine can reach
(`discovery.libraryScope()` names no world, so the request carries no world
filter). Each hit carries `local_` when this world already holds it. The same
question is then asked of this world's own content by keyword mode
(`keyword { own = true }`, which reads only assets `discovery.worldOwn` holds to
be this world's: not the builtin library, not an installed library, not a
dependency, not anything `world.installedAssets()` lists), and those matches are
appended after the library's hits (`discovery.withWorldMatches`): a hit the
library already returned stays where the library put it, every other one is
listed after, marked `from = "world"`. The library's hits keep the order the
search core gave them; no score is changed or combined. When ZeroMind cannot be
asked (`resting`, `unavailable`), the world's own matches still answer and the
note says the library was not searched and why. An engine bound to no world
answers as before. Keyword mode refuses `library`.
`discovery.searchGuides` asks the same question the way a `guides { query }`
call does: the documentation types `DOC_TYPES` names, `guide`, `agentskill`
and `assettype`. `discovery.searchTools` asks it the way a
`search_tools { query }` call does: the types `TOOL_TYPES` names, `tool`,
`toolbox` and `workflow`. Three surfaces mean three things (`guides` is the
docs, `search_tools` is what an agent runs, `discovery.search` is the content),
so a `guides` query answers out of the docs alone, and an answer holding no hit
carries `NO_DOCS_NOTE`, which names `discovery.search` as the surface that reads
modules, components, render features, shaders and the rest. Both MCP tools ask
with `library = true` whenever the engine is bound to a world.
Naming no `assetType`, keyword mode walks `discovery.guideTypes()` — the types
`discovery.types()` lists that `DOC_TYPES` names — and semantic mode asks
ZeroMind over them (`discovery.semanticKinds`, each type by the guid of its
`.assetType`) for `SEMANTIC_FETCH_MAX` hits (100, the most one call answers)
and keeps the first `limit` of those kinds (`discovery.onlyKinds`). Naming an `assetType`, it searches exactly those types; a
list naming `tool`, `toolbox` or `workflow` is refused with a sentence that points to
`search_tools`, and one naming any other type `discovery.types()` lists with a
sentence that points to `discovery.search`. `searchTools` refuses a documentation
type by pointing to `guides`, and a content type by pointing to
`discovery.search`. The hits stay in the search's own rank order.
## The answer
```
{
mode: "keyword" | "semantic", -- the mode that ran; absent on a refusal
match: "identity" | "capability" | "any" | "all", -- keyword answers only
from: "bound" | "library", -- the scope that ran
status: "answered" | "private_world" | "resting" | "unavailable" | "refused",
results: { { q, hits } }, -- one entry per query, in the order asked
world: { guid, title, private }, -- the world this ran from, when one is bound
searched: { { guid, title, why } }, -- the worlds it covered
note: string, -- the reach this answer had, and where else to look
scanned: number, -- keyword: the most assets one query read
cut: boolean, -- keyword: whether a walk stopped at KEYWORD_SCAN_MAX
}
```
`private` is stated once the world's visibility has been read. Semantic mode
reads it — through `discovery.visibility`, which asks ZeroMind once per world
and holds the answer — because it decides what ZeroMind is asked over. A keyword
answer and a refusal ask ZeroMind nothing: they name the world from what the
engine holds (`discovery.worldHere()`), so an unreachable backend never delays
them. `private_world` is the status of an answered semantic search from a
private world; a `resting` or `unavailable` one keeps that status and its
`retry_in_s` or `error`.
`note` is what an answered search says about its own reach.
`PRIVATE_WORLD_NOTE` is what a private world's semantic search covered and
which mode reads that world's own files; `ALL_KINDS_NOTE` is the semantic
search that named no kind, so ZeroMind ranked over every kind it holds and a
row can be of any of them; `NO_DOCS_NOTE` is the `guides` query the
documentation held nothing for, and names the surface that searches every other
kind. They stand in the one `note` when more than one applies, the
private-world sentence first — `status` reads `private_world` there, so the
sentence that status names opens what the answer carries.
`why` is `builtin`, `this world`, `library` or `import`. A semantic answer's
`searched` is the scope ZeroMind was asked over; a keyword answer's is the
corpus it actually read — the builtin library when builtin assets were in it,
this world when the world's own were. A `library` or `import` entry's `title`
is read from the install record that brought its guid into this world; an
install whose record carries none names that origin by guid alone.
A hit carries `guid`, `assetType` (the server's wire field `kind`, renamed where
a hit is read), `name`, `summary` — the first line of the asset's
README that is neither blank nor a heading — and `local_`, the form of the
asset this engine holds: `path`, plus `tool` for a tool (the identity a call
names, from the tool registry through `tools.callable`), `toolbox` for a tool
and for a toolbox (the name a drill-in lists the toolbox by), or `guide` for a
guide or an assetType (the identity `guides { path }` reads), `workflow` for a
workflow (the identity `workflow.start` runs), `skill` for an agent skill (the
identity `agent_skill` opens), and `readme`, the VFS path of the asset's README
when it holds one. A tool or toolbox hit also
carries `local_.registered`, which says whether the registry holds what the hit
names: the function a call to the tool would run (`tools.callable`), or the
toolbox a drill-in would list (`tools.registeredToolbox`). A `.tool` folder
whose source registered none has `tool = nil` and `registered = false`; a
toolbox folder the registry holds nothing for keeps its `toolbox` name and has
`registered = false`. `discovery.identityOf(hit)` is the one name the surface
acting on a tool-family hit takes: a tool's `<toolbox>.<tool>`, a toolbox's
drill-in name. A hit from keyword mode carries
`matched = { role, file, terms, words, together }`: the role and file that
carried the query's words best, how many of those words the asset carried
anywhere in its text, how many it carried as words of their own, and the most
it carried side by side in the query's order. A hit from semantic mode carries
`score`, ZeroMind's own rank for it, and what the search core stated: `p` (the
judge's probability, which is the order of a library answer), `type_key` and
`system_key` (keys into the result's `types` and `systems`, which a library
result carries beside its hits), `owning_world`, and `preview_description` when
the server sends one.
A semantic request names its types through `discovery.kindParam`: every
registered type by the guid of its `.assetType`, builtin types included, which
is the identity ZeroMind files a type under. A name no registered type answers
to travels as written, so ZeroMind can say which name it does not know.
`discovery.semanticKinds(names)` spells the ones of `names` that resolve. A
search that names no kind where its surface documents some — none of them
resolving — answers with `ALL_KINDS_NOTE`, so a caller reads the ranking's
reach off the answer rather than off the rows.
`discovery.shape(answer, "guides", query)` lists a guide or assetType hit with
its `assetType`, the `path` `guides { path }` reads and its `summary`; a hit of
any other type with its `assetType`, `name`, a one-line `purpose` and
`vfs_path`, the README `read_file` opens. `discovery.shape(answer, "tools")`
lists each hit with its `assetType` (tool, toolbox or workflow), its `identity`
(`discovery.identityOf`), its `toolbox`, a one-line `purpose` and `registered`;
a tool row also carries `tool`, the `use_tool` identity while the registry
holds it and empty while it does not. Every row of both forms carries `guid`,
`installed` (whether this world holds it), `use` (`discovery.nextCall`: the one
call that acts on it, `use_tool { toolbox, tool }`, `search_tools { toolbox }`,
the `workflow` toolbox's `start`, `guides { path }`, `agent_skill { name }` or
`read_file { path }` for a hit this world holds, `zeromind_install { guid }`
for one it does not), `p` when the search core judged it, and `from = "world"`
on a match from this world's own content.
## Ranking
Hits fall by `matched.weight`, what the query's words the asset carried as
words of their own weigh together: `hand` in "hand it over" and `spawn` in
"spawns" or "spawning" count, `off` inside "offline" does not (`matched.words`
is how many of them there were). A word weighs `ln((read + 1) / (carriers +
0.5))`, where `read` is how many assets the walk read and `carriers` how many of
them carry the word, so a word few assets carry outweighs several that nearly
every asset carries: in "roster who is here" the tool saying "roster" ranks above
the hundreds saying "who is here". Then by `matched.together`,
the most of the query's words the asset carried side by side in the query's
order (separated by spaces or hyphens), so "hand off" ranks above "hand" and
"off" apart. Then by `matched.terms`, how many of the words the asset carried
anywhere in its text, inside longer words included. Each word counts once
however many of the asset's files carry it. Then by the order the type declares
the role that matched in its `indexing.data`, then by name. `match: "all"` keeps only assets whose identity files and whose
capability files each carried at least one of the words.
A keyword answer's `results[i].total` is how many assets matched that query,
of which `hits` are the best `limit`.
## The frames a search takes
A keyword walk reads the files of up to `KEYWORD_SCAN_MAX` assets, which on a
cold cache is thousands of reads. Called from code that can yield (a task, an
`execute`, the engine shell, `search_tools`), it gives the frame back every
`SLICE_MS` (8 ms) of reading, so the engine keeps stepping and drawing while it
searches. `discovery.newSlice()` is that rule as a function, for any other walk
to call between its pieces. Called from code that cannot yield, the walk reads
everything within the one call.
## What it reads, what it holds, and what it reads twice
A keyword query reads the files the recipe names for every asset of every type
it covers. One copy of each file is kept — lowercased, which is what the match
reads, plus the one line a README answers for — against the checksum the asset
index reports for its asset (`asset.meta(ref).checksum`, the tree hash over the
asset's own files). So a second identical query reads nothing, and an asset
whose bytes changed is read again on the next query that reaches it.
What is held is bounded by `TEXT_BUDGET_BYTES`, **16 MiB**; past it the least
recently read asset's text is dropped, and a query that reaches it again reads
it again. `discovery.stats()` reports `reads`, the number of `vfs.read` calls
the module has made, and `bytes`, what it is holding right now.
`discovery.forget()` drops all of it.
Past the budget, the least recently read text is dropped until
`TEXT_KEEP_FRACTION` (three quarters) of it is held, so the ordering that picks
what goes is paid once per pass rather than once per read.
## How much one query reads
A keyword query reads at most `KEYWORD_SCAN_MAX` assets, **500**. The walk
takes this world's own assets first and the library's after them, since no
other search answers for what the world holds; within each, it takes the types'
assets in turn — the first of each type, then the second of each — so a bound
walk samples every type instead of reading the first few types whole. A
`tools.search` drilled into a toolbox (`{ toolbox = ... }`) walks the tools
under that toolbox's folder and no others (`within`). The answer states
`scanned`, how many it read, and `cut`, whether the types held more. The bound holds whatever the query names: `assetType`
narrows which assets the 500 are, so a type holding more than 500 is cut too.
`search_tools` asks for `tool,toolbox` (440 builtin assets), which fits inside
the bound on the builtin library. A `guides` query that names no `assetType`
covers `guideTypes()` — `guide` and `assettype`, 125 builtin assets — so its
walk reads both types whole. A name no registered type answers to is refused,
naming it and the types that surface reads, and so is a name whose type
declares no indexing recipe, since no search reads its assets;
`discovery.types()` is the whole list a `discovery.search` can read.
Measured on a native headless offline engine, `dev` profile (optimized +
debuginfo), Windows, `--dev` over the checkout, 2026-09-14. "Cold" follows
`discovery.forget()`; "warm" repeats the same query. Every row but the
fresh-engine one ran on an engine whose earlier walks had already read the
same files once, so its cold figure is the module's cost without the first
read of each file from disk. The builtin library holds
2,172 assets across the 42 types that declare a recipe and more than 46 MB of
lowercased text; `module` (15.6 MB) and `testSuite` (past the 16 MiB budget on
its own) are the largest.
| Query | Assets read | Cold | Warm |
|---|---|---|---|
| builtin, no `assetType`, no bound | 2,172 | 28,558 ms, 6,051 reads | 19,309 ms, 6,002 reads (the text passes the budget, so it is read again) |
| builtin, no `assetType`, bound 500, first query of a fresh engine | 500, cut | 8,328 ms, 1,283 reads | 159 ms, 0 reads |
| builtin, `tool,toolbox` | 440 | 383 ms, 1,224 reads | 38 ms, 0 reads |
| builtin, `guide,assettype` | 125 | 541 ms, 348 reads | 11 ms, 0 reads |
| builtin, `searchGuides` naming `guide`, after `forget()` | 76 | 436 ms, 152 reads | 34 ms, 0 reads |
| builtin + 1,500 world guides, no `assetType` | 500, cut | 8,320 ms, 1,192 reads | 136 ms, 0 reads |
| builtin + 1,500 world guides, `guide` | 500 of 1,576, cut | 607 ms, 1,000 reads | 27 ms, 0 reads |
The world guides were authored into the session's `/source` with
`asset.create("guide", name)`, each carrying a two-line `README.md` and
`guide.md`. What a read costs depends on the file: a guide's two small files
read in 0.6 to 1.6 ms each, while an `animation`, `font` or `texture` asset's
recipe files cost 17 to 42 ms each, which is why the bounded unfiltered walk — which reaches
every type — costs more per asset than a family walk.
# preview
Render an asset's preview in the preview studio: an isolated camera, lit only
by its own three-point rig, over a neutral backdrop, that nothing in the scene
reaches. `ref:preview()` renders any asset by the recipe its type declares under
`preview:` in its `type.yaml`, and these are the primitives it calls: they spawn
temporary entities, frame an offscreen camera over them, render one frame,
read it back as a PNG, and tear the entities down.
## Surface
- `preview.fromEntities(makeFn, opts?) -> PreviewResult` — run `makeFn` to
instantiate entities, frame a camera to their bounds, render one offscreen
frame, and return the still PNG.
- `preview.fromRecipe(ref, recipe, opts?) -> PreviewResult` — render `ref` by a
declared recipe: `instantiate` stands it through its own `instantiate`,
`surface` paints the material its type's `ref.previewMaterial` returns on the
recipe's mesh, and `image` fits a file the asset holds to the frame on the
studio backdrop without rendering anything.
- `preview.backdrop() -> { r, g, b }` — the studio backdrop's colour in a
finished preview, 0-255.
`PreviewResult` is `{ available, imageBase64?, rendered?, width?, height?,
bounds?, stats?, reason? }` — `imageBase64` is the rendered PNG when `available` is true, and
`reason` explains why when it is false. `opts` is `{ size? = { width, height },
angle? = { yaw, pitch } }`.
## Example
local result = asset.resolve("gold", "material"):preview({ size = { width = 512, height = 512 } })
-- result.imageBase64 holds the rendered PNG (base64)
# frame_bounds
Bounds union and exact frustum fitting — the math behind "put this subject
in frame".
`fit` solves for the camera distance that keeps every corner of a box inside
the frustum at a given orbit angle. That is exact for any shape at any angle,
which a circumscribed sphere is not: a sphere frames the DIAGONAL of the box
from every direction, so a 14 x 0.5 x 14 plate backs the camera off nearly
1.4x further than its silhouette needs.
Two consumers share this one implementation: the capture toolbox's framed
shots and editor frame-selection. Toolboxes are self-contained and never
cross-require, so the math lives here as a module rather than inside either.
```lua
local FrameBounds = require("@builtin::modules.frame_bounds")
local box = FrameBounds.union({
FrameBounds.ofEntity(entity.find("player")),
FrameBounds.ofEntity(entity.find("prop")),
})
local framed = FrameBounds.fit(box, { fov = 60, aspect = 16 / 9, angle = { 0, 20 } })
-- framed.px/py/pz is where the camera goes, framed.cx/cy/cz is what it looks at.
```
## Exports
- `FrameBounds.union(boxes) -> Aabb?` — the AABB enclosing every box in the
list. `nil` when the list is empty (or holds nothing with `min`/`max`), which
is the signal that there is nothing to frame.
- `FrameBounds.ofEntity(target) -> Aabb?` — world-space bounds of an entity and
its descendants (`hierarchyBounds`, covering a character root plus its
skinned mesh and bones), falling back to the entity's own mesh `bounds`.
`nil` when the target has no renderable geometry.
- `FrameBounds.fit(box, opts?) -> Framed` — a camera pose that frames `box`.
`opts` is `{ fov = 60, aspect = 16/9, margin = 1.15, angle = { yawDeg, pitchDeg } }`;
`angle` also accepts `{ yaw = , pitch = }`. Returns
`{ px, py, pz, cx, cy, cz, distance, radius, fov, near, far, center, size }` —
camera position, look-at point (the box centre), the fitted distance, the
bounding-sphere radius, geometry-derived near/far clip planes, and the box's
centre and full size. A degenerate (point) box gets a short fixed distance
so the camera is not sitting inside the subject.
- `FrameBounds.fitDistance(hx, hy, hz, dx, dy, dz, tanH, tanV) -> number` — the
corner projection itself: the smallest distance along the orbit direction
`(dx, dy, dz)` (subject toward camera, unit length) that keeps all eight
corners of the half-extent box inside a frustum with half-angle tangents
`tanH` / `tanV`. `fit` applies `margin` to this; call it directly when you
already have a direction and want the raw fit.
# shared Module
Cross-tool helpers for the `capture` toolbox. Every tool inside this
toolbox can pull these in with `require(".shared")`.
## Purpose
This module holds the small set of helpers that more than one tool in
the toolbox needs — typically the `ok(value, formatted?)` /
`fail(message, exitCode?)` constructors that produce the canonical
`captureToolResult` shape, plus any toolbox-wide parsers,
validators, or shared state. Keep it focused: per-tool implementation
stays inside each `<x>.tool/init.luau` (with its own `--!desc` /
`--!arg` / `--!return` / `--!example` annotations).
## Usage
```luau
local shared = require(".shared")
function M.someTool(...)
if not ok then
return shared.fail("reason", 1)
end
return shared.ok(value, "")
end
```
## Exports
See `init.luau` for the full export surface. Typical exports include
`shared.ok(value, formatted?)` and `shared.fail(message, exitCode?)`
for building the toolbox's standard result envelope.
# 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.
# ik
Look at a rig's bones and at what an IK solve is actually doing.
Debugging IK means answering three questions, and none of them can be answered
from a screenshot: what are this rig's bones called, where are they right now,
and is the chain reaching its target or merely near it.
`bones` lists a body's bones with their world positions and parents — the names
you need before naming a chain, and the positions you measure against when
checking a solve from outside the component. Rigs rarely use the word you would
guess: the standard humanoid here calls its feet `Ankle_L` and `Ankle_R`, with no
bone containing "foot" anywhere.
`reach` reports how far a limb can extend and how far away a point is, both in
the same units. A target beyond a limb's reach has no solution — the chain
extends straight toward it and stops, which is correct and looks exactly like a
broken solver. This is the first thing to check when a solve looks inert.
`state` gathers every IK component on an entity and reports what each one is
doing, so "is anything solving at all" is one call rather than five.
# 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.