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tool · drop-in viewer
asset⌬ tooltoolprimary: init.luau·part oftoolbox assets.toolbox·originates fromworld 07158574-5…

search

Searches for assets by what they are or do, across everything published, this world's own and installed content included, and says for each hit whether this world has it installed.

by◐lumi·posted 11d ago
What it does

search

Searches for assets by what they are or do, across everything published, this world's own and installed content included, and says for each hit whether this world has it installed.

Interface

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

conforms to

zero/source-extract/v2

assets.toolbox/search.tool/init.luau The search, narrowed to assets: everything published, this world's own and installed content included, by meaning. Each hit says whether this world has it installed and where.

search(q: string, opts: AssetSearchOpts?) → AssetSearchResult

Search for assets by what they are or do, in plain words, across everything published, this world's own and installed content included. Each hit says whether this world has it installed, and where. closed

argtypedescription
qstringWhat you are looking for, in plain words.
optsAssetSearchOpts?One kind to narrow to, how many hits, and where to search.

examples

"a weathered stone material"
"first person controller", { assetType = "component" }
⌬ Types
AssetHit = {AssetSearchResult = {AssetSearchOpts = {

Sub-parts

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

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

35+items
·
assettype · born here
❒asset
# tool (asset type) A tool is one named operation: a single luau `typed function` inside a toolboxe's `<name>.tool` asset, callable as `<toolbox>.<tool>`. The function's signature is the tool's interface, so anyone can call it correctly without reading its code. A tool is also a shell command, `zero <toolbox> <tool> <args>`; `guides core/tools`, "A tool's command line", covers its flags, paths, `render.luau` and exit status. Each tool has a declared input shape and return shape; the engine wraps each call's result in an envelope. ## Why use a tool? Tools are typed operations with a known serialized output format, made to enable efficient operation in the engine and provide an easily callable interface for operations around a topic. They are also useful in that they can be called from a multitude of surfaces, from `execute`, to `bash` to `tool_exec` to users Tools portion in the edui. Compared to say a `module.assetType`, that might contain multiple functions with varying shapes, experct references or specific formats of tables as input and could return potentially anyting including flat tables. that has multiple callable functionm in that they might return anything a tool is meant to be called with a serialized value, and return a serialized value. A tool is meant to perform an self contained operation and return results/info/relevant data in a readable format, including eg. image data. Whenever you identify an operation that requires specific orchestration and or is something that could be a repeated operation and makes it easier to manage the project/task or when you want to expose logic written in `luau` to the other call surfaces like `bash` under its `zero` command, it propably should be a `<name>.tool` asset. ## How tools are written In its simplicity, a tool is a single Typed luau function that returns a value. written plainly, in its basic form it could look like this. ```luau -- probe.toolbox/onCall.tool -- -- Fire when a named function runs, seeing its arguments and what it returned. --- A toolbox offered shared module, that in this case,contains a type shared by the tools in their toolbox. local shared = require(".shared") local M = {} export type OnCallResult = { ok: boolean, id: string?, result: string?, error: string?, } --!desc example tool --!arg path target path for the operation --!arg opts `{ notice, when?, run?, capture?, label?, limit?, cooldown?, freeze?, silent? }`. -- `capture` is Luau, compiled against the hit's context the way `run` -- is, that returns a picture for the hit — a capture tool you aim: -- `return tools.use("capture", "fromEntity", { entity = entity })`. It -- runs once the hit is recorded, and the hit's notice then carries the -- picture under `shot`, delivered as a picture. --!return `{ ok, id, result }`. --!example "arg1", arg2 typed function M.gatherResults(path: string, opts: shared.ArmOpts): OnCallResult local modulePath, key = splitPath(path) --- the tool code implementation local results = myCodeResults --- the tool call returns a table with keys, that is then wrapped in a return envelope. return { ok = true, id = results.id, result = results.gathered } end return M ``` Now when called, the tool runs and returns the envelope with the inspectable results. ## Why return plainly, and fail by raising Every caller gets a tool's outcome in the same form, success or failure, so return the value itself and raise an error when the tool can't do its job. A tool that returns its own `{ ok = false }` reads as a success that happened to return that table. Make the error say what to do instead: the caller reads it and acts on it. ## What the shell prints `zero <toolbox> <tool>` prints the text the tool's `render.luau` states: a module in the tool's folder returning one function `(result) -> string | { out, err?, exit? }`. A returned string is the output, and `{ out, err?, exit? }` sets the output, the standard error text and the exit status. A call that raises exits 1, and a command line the shell cannot bind to the tool's parameters exits 2. ## When to answer later instead of blocking A caller waits for the tool to return, and might be calling multiple tools at the same time. Should your call run past the waiting threshold in order to return, even if it yields it comes back as a handle to a background task that will then complete on its own, but require the caller to separately read the task results. For a call that is small, answering inline with the result is better. When a tool can tell that this particular call will be long (a big bake, a large batch, a slow fetch), it hands itself to the background with `task.background()` early, so the caller gets the handle at once and carries on with other work. ## When to post a notice The return value is the answer to what was asked. A notice is for what the caller needs to know besides that: a side effect it didn't ask for, a return to one that has no caller, notices should be treated as a way to make sure your tool can return quickly, when you arent sure how long it takes for the results to be ready. It allows the agent to continue working, and then react when the notice fires. `notices.post` delivers it to the caller, and an agent that is idle is woken by it, so the caller learns it without polling. Name in it what to do about it. A notice for something the return value already says is noise. ## Returning more than text Tools also support returning images, that the agent can then directly read from the tool response, regardles of what surface they used to call the tool. Images also work on notices, so you can eg attach visual results to the eventual outcomes of your tool results and the agent will see them the second the notice fires. ## What a tool may do that other code may not A tool, and code only tools call, may act on whatever an input names, resolving an asset by a name that only arrives with the call. That is what makes a tool the place for operations that depend on what they are given. Tools are for working on a world rather than running in the game: a component may not call one unless it declares `declare { componentSafe = true }`, and a tool doesn't call another tool, so logic several tools need goes in the toolbox's shared module or exist elsewhere. For information how to group tools and organize them, and how they are called read `toolbox.assetType` readme. ## 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.
▲ 0↑ born
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module · born here
❒asset
# 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`. **Where results may come from (`from`).** A request names it with `from`: `all` is everything published (the library corpus, what `library = true` asks), `bound` the current world and its installed libraries (the worlds `discovery.scope()` names: the builtin library, this world, and the origin world of every installed library and imported asset), with no published-library leg. `from` chooses where, never how: `bound` answers in either mode, semantic ranking over those worlds or keyword matching this engine's own files. A request naming no `from` keeps `library`, so `discovery.search` stays `bound` unless asked, while `search_tools`, `guides`, `tools.search`, the `guides.search` tool and `zeromind.search` ask `all` by default. A name other than `all` or `bound` is refused, and so is `from = "all"` with `mode = "keyword"`. Every one of those surfaces takes `from` and hands it here. `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 says which kinds it matched against. 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`. ZeroMind ranks only what it has indexed, so a semantic search in either scope, `bound` or `library`, also matches this world's own files by their words and lists them after the ranked hits, each marked `from = "world"`. A hit the ranking already holds is not repeated. That is what finds a guide ZeroMind has not indexed yet, an unpushed one, or one in a private world, and it holds for a resting or unavailable answer too, which then lists those matches alone. `note` is what an answered search says about its own reach. `PRIVATE_WORLD_NOTE` is what a private world's semantic search ranked and how that world's own files were matched; `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 says which kinds it matched against. 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 opening of the asset's README, as `discovery.brief` takes it) 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` (a key into the result's `types`), `container_key` and `system_key` (keys into the result's `containers`), `owning_world`, and `preview_description` when the server sends one. A request that asks for `excerpts` receives the full answer, and its hits also state `owner`, `world_title`, `license` and `updated`; `open_issues` counts the issues open against the asset and its world, when the answer states them. A library result carries both tiers beside its hits. A container entry is `{ key, guid, name, assetType, parent_key?, description? }`, `parent_key` naming the entry of the container above it and `description` the opening of the container's README. `discovery.brief` takes that opening for every text a search answer carries: the README's first paragraph (title, headings, HTML comments and fenced code passed over) as one line, cut back to a whole word within `BRIEF_CHARS` (300) and ending in an ellipsis when cut. A library result whose texts held more than their openings states `briefed = true`, and the answer's `note` then closes with `BRIEFED_NOTE`, which names `zeromind.inspect`: it reads a README whole by the guid the hit or entry names. A keyword hit's `summary` is the opening of the README its `local_.readme` names. `container_key` names the container a hit ships in and `system_key` the highest one above it, so a tool in a toolbox a package ships reads tool, toolbox (`container_key`), package (`system_key`), with the toolbox's `parent_key` naming the package. A hit no container holds may name the world it belongs to as its system, an entry with `assetType = "world"`. A hit matched in this world's own content by its words carries none of the three keys. 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 `tools.use` 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), `skill` on an agent skill and `workflow` on a workflow this world holds, `p` when the search core judged it, and `from = "world"` on a match from this world's own content. A row of either form, and a hit of `discovery.shape(answer, "answer")`, carries the `container_key` and `system_key` the search core stated; the list forms carry the `containers` those keys point into once, beside the rows, and the answer form keeps them on each query's result. ## 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. A recipe can name files an asset does not hold (a tool's `init.lua` beside its `init.luau`): the asset's folder is listed once per checksum, and a file it does not list is held as absent without a read. 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. ## Reading ahead of the first query `discovery.fill(types?)` reads what a keyword walk over `types` reads, in the walk's order and under its bound, into the same held text, so the first query over those types reads only what changed since. With no types it reads the two corpora a request naming no type walks: the tool family (`toolTypes()`) and the documentation (`guideTypes()`), about 5 MiB together. An engine booted with the editor profile runs it on a system task as it boots and again each time a world finishes loading, giving the frame back every `SLICE_MS` like a query does; the pass after a world load reads only the world's own assets, since the library's are held. A runtime engine reads that text when a search first asks for it. Fills read one at a time, and `discovery.forget()` ends every fill asked for before it. `discovery.stats()` reports `filling`, whether one is waiting or reading now, and `fills`, the latest `FILLS_KEPT` of them and any older one still waiting or reading, each with the types it reads (named once it begins reading), its state, how many assets it has walked and the frame it began reading on. 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, **1000**. 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 1000 are, so a type holding more than 1000 is cut too. `search_tools` asks for `tool,toolbox` (about 510 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.
▲ 0↑ born
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assettype · born here
❒asset
# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
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assettype · born here
❒asset
# 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. The body runs in an environment of the module's own: a name it declares without `local` is readable by the module's own functions and by no other script, so an export reaches its callers through the returned table and nothing else. Requiring a component's folder runs its chunk the same way, once, and its `update`, `start` and `public` stay in that environment; a component runs on an entity through `entity(id).component.add(name)`. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `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()`. A name the body declares without `local` lives in the module's environment, which every run of the module shares: a function the previous run left in place reads what the reload assigned. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
❒asset
# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
❒asset
# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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·
tool · born here
❒asset
# ik.reach How far a limb can extend, and how far away a point is, in the same units — plus whether that point falls inside the reachable band. Part of `ik.toolbox`; surfaces as `ik.reach`. This is the first thing to check when an IK solve looks inert. A limb reaches as far as its bones are long and no further: a target beyond that has no solution, so the chain extends straight toward it and stops. That is correct behaviour and it is indistinguishable from a broken solver by eye. There is a lower bound too — a two-bone chain cannot fold its tip closer to the root than the difference between its segment lengths. Everything is reported in world units, so the rig's model space never has to be reasoned about. That matters because a limb's `reach` as the component reports it is in model space, where a 0.61 m arm reads as about 61, and the scale factor usually lives on a node inside the imported body rather than on the entity you set `localScale` on. Takes either a canonical limb role (`leftarm`, `rightarm`, `leftleg`, `rightleg`) or a `"rootBone..tipBone"` pair, so it works on rigs that carry no retarget profile at all.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · tools/assets.toolbox/search.tool

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