# agentSkill
A skill packages what an agent needs to do one job well: the instructions,
the assets and toolboxes the job runs through, and — for jobs with distinct
branches — subskills that go deeper.
Skills advertise themselves. Every registered skill's name and one-line
description rides the agent's tool responses, so an agent discovers what this
world knows how to do without being told to look. Invoking one returns the
instructions plus the exact identities and tool names the job needs.
## Shape
```
<name>.agentSkill/
skill.yaml # the manifest: description, when, checks, dependencies, order
instructions.md # the prose an agent receives on invoke
README.md # what this skill is, for a human reading the tree
.metadata # tags
<sub>.agentSkill/ # optional subskills, reachable as <name>/<sub>
```
## The manifest
```yaml
$schema: zero/agent-skill/v1
description: Making a character a person can actually play.
when: >
Reach for this when the player should look like something else, or when
you are about to build a camera and a body and wire them together by hand.
checks:
- check: Holding a movement key in play moves the body across the ground.
observe: Read its position before and after holding the key; the numbers differ.
- check: The body animates while it moves.
observe: A time-sampled collage from a camera outside the player, while the key is held.
dependencies:
- "@builtin::tools.scene"
- "@builtin::tools.scene.player"
- "@builtin::components.PlayerPrototype"
- "@builtin::docs.core.multiplayer"
order: [spawn-points, camera-rig]
```
`description` is the line the roster carries, and the whole basis on which a
skill is chosen. Name the job the skill makes a reader competent at, in the
outcome they are after — "getting a scene's player and view right", "making
content the engine will load". A reader scanning the roster is matching it
against the job in front of them, so the closer it reads to their own
sentence about that job, the sooner they open it.
`when` is the longer trigger — the situations that should send a reader here,
in the words they would use for their own task.
`checks` is what the reader is answerable for at the end, and it leads the
rendered skill, ahead of the procedure. Each entry pairs a **condition that
must hold** with **where it is seen**, and both halves are required — a
condition alone is satisfied by any glance, and the wrong vantage is how a
job passes while every one of its faults sits outside the frame. Write them
as observations someone else could repeat and disagree with: a number that
changed, a thing visible in a named shot, a count that came back as one.
A skill publishes only once it carries at least one.
`stages` models a skill whose passes run in order, when the order is
load-bearing. Each stage is `{ name, detail?, checks? }`, and a check that
sits in a stage is answered after that pass has run — which is the difference
between a criterion that means something and one that misleads. A skill with
no meaningful order leaves `stages` out and lists its checks flat; a skill
that has one may do both, and the flat checks then read as the final gate.
`verdicts` names the fixed set of outcomes a reader reports — at the end of
each stage when the skill has stages, and once at the end when it does not.
Each is `{ verdict, means }`: the word, and what reporting it asserts. Both
halves are required for the reason both halves of a check are. A verdict is a
check one level up, deciding a whole pass rather than one condition, and a
bare `refine` is a label each reader fills in privately — so two runs report
the same word about different states and nothing downstream can tell them
apart. Saying what it means settles the boundary in the skill instead of in
whoever happens to be reading it.
A check marked `perRun: true` is one whose content is written for the job at
hand: the manifest can say *keep a list of every feature this object must
have and answer against it*, but not what is on that list, because that is
per run. It renders with that instruction attached.
```yaml
verdicts:
- verdict: continue
means: Every check in the stage held, and the next stage can build on it.
- verdict: refine
means: A check failed on something this stage can still fix. Run it again.
- verdict: stop
means: A check failed on something an earlier stage decided. Go back to it.
stages:
- name: blockout
detail: Mass and proportion only.
checks:
- check: Every part on the identity list has a stand-in at roughly the right size.
observe: A capture beside the reference, at the same angle.
perRun: true
- name: material
checks:
- check: Metal reads as metal and cloth as cloth.
observe: The metallic and roughness passes, after the lighting stage has run.
```
`dependencies` is one flat list of asset **identities**: a toolbox, a single
tool, a guide, a component, a module, another skill. Each entry is resolved
when the skill is opened and reported with what it turned out to be, so a
skill never declares "this one is a toolbox" — the asset says so, and the
reader groups by that.
Identities are what make a skill portable. They pin like any other reference,
so installing a skill into another world brings the toolboxes and guides it
runs through along with it. A bare name (`scene`) or a guide path
(`core/multiplayer`) resolves to nothing and is refused before publish.
A toolbox entry lists the tools it carries, and a tool entry carries its own
signature, so the instructions never restate a call contract that can drift.
An identity this world lacks is reported as missing rather than dropped.
Write instructions that name the toolboxes and tools a job runs through, and
leave the call form to the reader — an agent may be holding the MCP tool
surface, the shell, or Luau, and the signatures are listed for it either way.
## Subskills
A `<sub>.agentSkill/` folder nested inside a skill is a subskill. It has the
same shape as its parent and is invoked as `parent/sub`.
Subskills are reachable only through their parent: they are absent from the
roster and from `skills.list`, and appear in the parent's invoke result. A
skill can therefore carry a dozen narrow procedures while costing the roster
one line.
`order` in the manifest names the subskills that lead. Any subskill it omits
still appears, sorted by name, after the ordered ones — so adding a subskill
folder is the only step needed to publish it.
## Publishing one
Make a skill and it is live: it joins the roster agents read and it opens by
name from the moment it exists. Edit its description and that is the line
agents see next.
A skill lives anywhere under `/zero/source/`. `asset.create` hands you a
valid one to fill in:
```luau
asset.create("agentSkill", "waveSpawning", { folder = "skills" })
```
A skill's scope — `builtin`, `library`, or `world` — comes from where it
lives rather than from anything it declares, so a world's own skill always
reads as the world's.
## Opening one
```
agent_skill {} -- the roster
agent_skill { name = "scenes" } -- one skill's instructions + deps
agent_skill { name = "scenes/player-setup" } -- a subskill
```
The same three through the toolbox — `skills.list`, `skills.invoke` — and
from Luau via `tools.use("skills", "invoke", "scenes")`. `asset.inspect` on a
skill ref returns the structured record all of them render.
Skills authored in a world are the world's own, and are labelled as world
content wherever they surface beside built-in ones.
## In the Inspector
Skill: what the skill is for and when it applies, how many checks and verdicts it declares, its stages, a link to each asset it depends on (and a problem for each that does not resolve), its subskills, and **Open** for instructions.md.
# topics/ui guide
Reference docs surfaced through `guides { path: "..." }` and `man topics/ui`.
The content lives in `guide.md`; this README is just the asset summary.
# capture
Render a screenshot of the scene from anywhere — an explicit position, a named camera station around an entity, a specific camera, or a mirror of the active viewport — and a grid of them in one image; or read back the frame the engine actually presented, exactly as the player saw it.
The picture of the machine's own camera (a webcam, a phone camera) is `cameraInput`, covered by the `topics/camera-input` guide; this toolbox photographs the scene.
Every source but `presented` and `window` (see [The presented frame](#the-presented-frame)) spawns an ephemeral offscreen camera, triggers one render, and returns the picture as an image value — returned from a tool, a probe or `execute`, it reaches you as a picture, with what the capture has to say about it (its size, the frame it is of, the cells of a grid) beside it. A PNG is written as well when you pass a `path`. The convenience wrappers render from a world-space position (with optional look-at), frame a target entity, mirror the active viewport camera including its layers, or render a specific camera by name from its exact authored pose and settings (`fromCamera`, with optional per-capture overrides that never touch the camera); they run as a background task that waits for the GPU readback and cleans up — which only works in play mode, since the task scheduler ticks there. The low-level oneshot spawns the camera, triggers one render, and returns the handles synchronously — the only path that works from edit mode, and the one the `capture` MCP tool is built on. A cleanup tool clears the capture output directory.
## Where a shot lands
A capture given a `path` writes the PNG there and says where those bytes
stand, beside the path it wrote: `durable` is true when the PNG is on the path
it names and the next session reads it back, and false when the play shadow
took it (live in this session and discarded on a guarded play-exit unless kept,
with `survivesRestart` saying whether a restart keeps it and `playShadow`
naming the routes that keep it) or when the path is in `/source/tmp/` scratch
(gone when the engine stops or restarts, with a `warning` opening `SCRATCH`).
Every capture carries it on the picture it returns as `durability`. Shooting
gameplay means shooting in play, which is exactly when a `/source` destination
is the shadow's, so this is the field that says whether a shot survives leaving
play — `vfs.promotePlayShadow(path)` keeps it with play still running.
## The presented frame
`source = "presented"` reads back the frame the engine presented to the
player instead of rendering one. Nothing is drawn for it: it is the frame the
viewport drew, copied out as it was finished, after the post chain, the
upscale, the display transform, the content UI and every post-scene pass, at
the size it was composed at. So it is the one capture whose temporal
antialiasing, motion blur, camera motion, auto exposure and render scale are
the real ones, and the source to verify any of them with. `source = "window"`
is the whole presented surface (the window, the browser canvas or the
headless framebuffer) with everything painted on the window: the editor's
chrome and every window-level UI pass. Where no Scene panel shows the
viewport, the two are the same image: the scene fills the window and the
editor's chrome is painted over it, and each such frame says so in its
`note` (a cell of a `presented` capture, a frame `renderer.presentedFrames`
returns) for as long as that chrome is on the window. Show the
Scene panel (the editor toolbox's `layout` tool) to read the game view alone.
`frames = n` (1-32) takes n presented frames, one every `interval` frames
(default 1: consecutive), at real gameplay speed, and lays them out as a grid
in the order they were presented. Each cell states what its frame was drawn
with: `frame` (the renderer's count, so consecutive frames carry consecutive
numbers), `rasterWidth` / `rasterHeight` (the size the scene rasterized at),
`compositeWidth` / `compositeHeight`, `renderScale` and `scaleMode`, `jitter`
(the projection's sub-pixel offset in raster pixels), `exposure` (what the
display transform multiplied the scene by) and `historyReset` (the viewport
camera's first frame, a cut, or a hand-over to another camera). A single frame
comes back at the size it was presented at; `width` / `height` resample it, or
size the sheet a grid is laid into.
A presented frame is drawn through the camera, layers, lens and chain that
drew the screen, so the options that aim, light or shape a rendered frame
(`camera`, `entity`, `position`, `viewpoint`, `fov`, `pass`, `renderLayers`,
`postProcessing`, `environment`, `mode = "collage"` and the collage axes) are
refused for it; aim the camera holding the viewport instead, or take an
offscreen capture. A source that renders refuses `frames` and `interval` the
same way, since they count presented frames. `deterministic` and `clearAir`
hold the clock and the air for the whole engine, so they reach the presented
frame too.
A diagnostic buffer of the viewport itself, under its real camera motion and
history, is read the same way: put the camera holding the viewport on that
pass (the camera toolbox's `set` with `debugPass = "motion_vectors"`) and take
`source = "presented"`. The viewport's velocity buffer is the frame's travel
against the frame before it, so a turning camera reads in it, where an
offscreen `pass = "motion_vectors"` holds the objects' own motion alone.
The `motion_vectors` picture is a visualization: each channel is the square
root of 100 times the stored displacement's size on its axis (R horizontal, G
vertical, B the length), the sign is dropped, and R reads 255 from
`width / 200` px of horizontal travel, G from `height / 200` px of vertical
travel (raster pixels). The rendering guide's "What the
`motion_vectors` picture encodes" states it in full.
The same frames, with their pixels as `TextureCpuHandle`s, come from
`renderer.presentedFrames({ scope = "viewport" | "window", frames, interval })`,
and `velocity = true` adds the viewport's velocity buffer from each frame as
numbers (`frame.velocity`, a `VelocityField`): each pixel's travel in pixels
per frame, x right and y down, signed and unclamped, read with
`field:at(x, y)`, `field:row(y)` and `field:region(rect)`.
## The feed
Every capture publishes the frame it made to `@builtin::tools.capture.feed`,
so a viewer can show the newest one without taking a shot of its own.
`Feed.latest()` is that frame: a `src` an image widget draws (the render
target's guid while the engine still holds it, the written path when the
capture produced a file), with the size, the source and the pass beside it.
`Feed.watch(fn)` calls `fn` as each new frame arrives. The editor's Capture
panel is built on it, and the `watch` layout puts that panel under the scene.
A viewer calls `Feed.shown()` to say it is drawing frames from the feed. From
then on the feed holds the newest capture's render target so the picture stays
up after the capture that made it is finished with it, and lets it go when a
later frame replaces it; `Feed.shown(false)` stops. With nobody drawing, a
capture's target is released the moment its capture is done, and nothing is
held.
## Viewpoints
A **viewpoint** names where the camera stands and which way is up in the image: `front`, `back`, `left`, `right`, `top`, `bottom`, `iso`. It replaces reverse-engineering a `{yaw, pitch}` pair, and names the seven stations that answer "is this built correctly".
`basis` says which axes the name is measured against, and it is **required** alongside a viewpoint when a subject is being framed:
- **`"local"`** — the subject's own axes. `front` is the side it faces however it is turned, and the frame is fitted to its own extents rather than to the world-axis box around them.
- **`"world"`** — the world axes. `front` is whatever faces world +Z.
For a crate turned 40 degrees those are different pictures, so the call says which one it wants. Framing a world position rather than an entity, both values mean the world axes and either is accepted.
## Passes
`pass` names **what** the frame holds, by name. `"final"` is the lit picture; a built-in diagnostic pass (`albedo`, `normal`, `depth`, `motion_vectors`, …) replaces the shaded image with the buffer behind it; and any capture **view** a render feature has published (`renderer.captureView.list()` enumerates them) is selectable by its own name. A name that is neither is refused against the list of what is registered.
The name carries two decisions: which channel the camera renders, and which render layers that channel is legible under. A diagnostic buffer is read flat, so the sky behind it and the post-process chain over it come off; a view that draws its own geometry declares the layers it needs and is rendered under them. Stating `renderLayers` answers that second question yourself, for the one call.
`passes` spreads the same vocabulary across the cells of a collage, and each cell reports the layers it was read under.
## Projection
`projection = "orthographic"` covers a fixed world-space height at every distance. Parallel edges stay parallel and two equal-size objects at different depths cover equal pixels, which is what makes it the projection to check a shape or compare sizes under — a perspective frame's convergence hides both. `orthoHeight` sets that height; omit it and it is fitted to what is being framed.
Any camera can be orthographic, not only a capture: it is a field on the `Camera` component. A capture through a camera the scene holds (`fromCamera`, `viewport`, and `source = "camera"`, `"screen"` or the scene camera) takes that camera's `projection` and `orthoHeight` with the rest of its lens, and its lighting `environment` with an `isolated` camera's background and ambient; a `projection` or `orthoHeight` stated for the call stands over the camera's.
## Which entity a capture framed
A capture names an entity, or a camera to render from, by its id or by its name.
A name exactly one entity carries means that entity. A name several entities
carry means none of them on its own, so the capture is refused, and the refusal
says how many entities carry it and names each by name and id; pass the id of
the one you mean. A player is drawn as its body, so a capture of a player
identity (an entity carrying `UserIdentity`, named `user`) frames the body its
`avatar` names. A player prototype is absent from the live scene while it
plays, so its name reaches no entity there: a capture of that name is refused,
and the refusal names each player spawned from the prototype, by its identity
and its body, with their ids.
Every cell of a capture aimed at an entity reports what it framed under
`subjects`: one `{ id, name }` per subject, carrying
`playerIdentity = { id, name }` when the picture is the body of the identity
the capture named.
## Isolate
Framing a subject fits the **frame** to it; it does not decide what is drawn in that
frame. Everything else standing there is still rendered — and a scene's default player
spawn sits at the world **origin**, which is exactly where a prop usually gets built, so
a tight shot of a new prop at the origin can come back showing the player instead.
`isolate = true` draws the subject without the other geometry. It changes exactly that — lighting, sky and post-process are untouched, so a final frame stays a final frame, and a flat read of the geometry is a `pass`. Excluded geometry still casts shadows onto the subject and still bounces light into it, the same as any render-layer exclusion. In a `setups` collage each cell shows the entity its own set-up frames alone, and a set-up can state `isolate` for its own cell; a set-up aimed from a position or a camera frames no entity and is refused when it is to be isolated.
## The tone the frame carries
Every capture reports `luma` on its cell record: the tone of the pixels it just
encoded, in code values on the 0-255 scale the image is delivered at.
```
luma = { pixels, min, max, mean, p1, p5, p50, p95, p99, span, spread, crushed, clipped }
```
`span` is `max - min` — the whole range, a single stray pixel included. `spread`
is `p95 - p5` — the range the body of the picture occupies, which is the reading
that answers whether a shot is legible. `crushed` and `clipped` are the shares of
the picture sitting at code 0 and at code 255.
A frame's mean cannot answer that question: half a picture at 40 and half at 200
carries the same mean as a flat field at 120, and only one of them has anything
in it. A subject can be modelled, shaded, lit and drawn and still arrive inside a
handful of code values, in which case the image looks like a wash and every other
field here reports success. `spread` is the number that says so.
The same reading is available anywhere pixels are: `cpu:tone()` on a
`TextureCpuHandle` — from `renderer.texture.readback(rtHandle)` on a capture
handle, from a render-to-texture camera's target, from a CPU canvas — and
`cpu:histogram()` under it, the per-code-value counts for luminance and for each
of the three channels, which every reading above is a sum over.
`cpu:histogram(x, y, w, h)` counts one rectangle of the picture alone, so a
reading per region of the frame — how much of each cell is dark, lit or a
given colour — is one call per region.
`cpu:flip(reference)` holds the picture against another of its size by NVIDIA
FLIP, the comparison a golden is judged by; `@builtin::modules.postMetrics`
carries it with the golden runner, the pixel metrics (banding, temporal
variance, halo overshoot, ring energy, hue drift) and the scopes, each
reading a presented frame or a capture result as it comes.
## The grade an offscreen frame carries
A capture spawns its own camera and renders offscreen, and the post-process
chain runs over that frame the way it runs over the viewport's — for a station,
for an orbit around an entity, for a named camera, for a render-to-texture
camera alike. Inside an effect, `engine.view_proj` / `engine.prev_view_proj` /
`engine.inv_view_proj` are the camera THAT render was drawn from and
`engine.resolution` is that target's own size, so a grade that reconstructs
world space from scene depth reconstructs against the station and lens the
capture asked for. That makes an offscreen capture an oracle for an authored
look: it photographs a chosen station and lens without taking the on-screen
camera away from whoever else is driving the scene, and moving that camera
somewhere else does not move the frame this one returns.
An offscreen render keeps no view history of its own, so `engine.prev_view_proj`
there holds that same matrix rather than the frame before it, and a pass taking
camera motion from the two reads none. On the viewport the pair is a frame
apart, so a camera's motion (and the blur and temporal reconstruction built on
it) is read from the presented frame: `source = "presented"`.
A render feature's passes reach an offscreen render the same way, against the
same camera — the `renderFeature` assetType README carries that half, including
`@frame.camera`, its own per-target camera input. `render(ctx)` itself runs once
a frame for the main viewport, so `ctx.viewport` is the window's size rather
than the captured target's; a feature sizes its scratch with `screen = true` and
lets the engine track the drawn target.
`postProcessing = false` takes the chain off the frame a capture returns, and
with it the film a render feature draws — the flare and grain, a short focus's
bokeh, the shutter's smear. It is a `Camera` property rather than a render
layer, so `renderLayers` does not reach it. A capture naming a diagnostic `pass`
drops the chain by default, so the buffer comes back as the value it encodes.
## Collage
`collage` renders a grid of frames into one image. What varies across its cells is what you pass — `setups` for a cell per whole camera set-up, `viewpoints` for a cell per view of one subject (or `"sides"` for all six), `passes` for a cell per render pass, `duration` for a cell per sample over time. A collage with no axis is refused rather than quietly sampling time.
`setups` is the shot list: each entry is written the way a single capture is aimed (`source`, `camera`, `entity`/`entities`, `position`, `lookAt`, `rotation`, `distance`, `angle`, `margin`, `viewpoint`, `basis`, `projection`, `orthoHeight`, `fov`, `near`, `far`), plus `label` to name the shot on the result, and a field an entry leaves out comes from the collage's own options. `setups` and `viewpoints` are one axis — both say where the camera stands — so a request names one of them; either crosses with `passes` into a 2D grid, a row per station and a column per pass.
The shot most of this exists for is one call: six sides of one object, each an orthographic elevation, nothing else in frame.
Authoring the cameras themselves — creating, listing, aiming, framing, and setting their parameters — is the `camera` toolbox.
# gui
Build and drive on-screen UI in one call — stand up a screen, change what it shows, react to it, and read its state back.
Create and show a screen from a widget list in a single step, then show, hide, or toggle it. Update a widget's properties in place by id. Switch the active theme or list the registered themes. Drive interaction synthetically the way a test or an agent would: **press**, **type** and **set** use an element by its id — an editor panel's or the game's UI — without moving the pointer or anyone's keyboard focus; **clickElement**, **hoverElement** and **dragElement** aim the pointer at it; **click** fires a callback id; **scroll** turns the wheel. And introspect: read a screen's widget tree, list the available widget types, or get the property definitions for a given type. The inspection operations hand back tables; the rest act on the live UI.
# wld
Manage the live world while you work — flip between edit and play, and compose additive scene layers.
Flip into play mode — which snapshots the edit state, then starts scripts and physics — and back to edit, which restores that snapshot and stops scripts; query the current mode any time. Load a scene as an additive layer alongside the current one, unload it, or show and hide layers without losing their entities. List the worlds saved on disk, and read the current world state: name, mode, active layer, and available scenes. To list the loaded scene layers or the scenes available to load, use `scene.loadedLayers` and `scene.list`.
Saving and loading scene snapshots is the `scene` toolbox (`scene.save` / `scene.load` / `scene.list`).
# 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.
# guide
A guide is a single-file documentation asset: a `<name>.guide/` folder whose body is `guide.md`, surfaced through the `guides` MCP tool, the `man` shell builtin and the Docs panel. Drop one anywhere under `/zero/source/`, a `.package` included, and it shows beside the built-in guides.
## In the Inspector
Guide: the guide's word count, its headings, and **Open in Docs**, which opens it in the Docs panel.
# capture.cleanup
Clears every file from the capture output directory, removing the PNGs left behind by earlier captures. Safe to call when the directory is missing or already empty.
# collage
A grid of frames in one image.
One picture that answers a question no single frame can: what does this look like
from every side, what does this frame look like under each diagnostic pass, what
moved over the last three seconds, which of these twenty shots is the shot.
## The axis is always stated
A collage varies one thing across its cells, and the argument you pass is what
that thing is:
| Argument | One cell per |
|----------|--------------|
| `setups` | whole camera set-up — a shot list, each entry aimed the way a single capture is |
| `viewpoints` | named view of one subject — a list, `"front top left"`, or `"sides"` for all six |
| `passes` | render pass — `final`, `albedo`, `normal`, `depth`, `motion_vectors`, or any content-registered capture view |
| `duration` | sample, spread across that many seconds of gameplay |
`setups` and `viewpoints` are one axis — both say where the camera stands — so a
request names one of them.
Naming a station axis **and** `passes` lays out a 2D grid: a row per station, a
column per pass. Reading across a row is one set-up under every pass; reading
down a column is one pass from every set-up.
A collage with no axis is refused, naming all of them. It does not fall back to
time — a silent time default is exactly what taught callers that a collage could
only ever be time, so nobody looked for a grid of views.
`duration` cannot combine with `setups`, `viewpoints` or `passes`. A cell that
differs both in what it looks at and in when it was taken answers neither
question; take one collage per axis.
## The shot list
Each entry of `setups` is written the way a single capture is aimed — `source`,
`camera`, `entity`/`entities`, `position`, `lookAt`, `rotation`, `distance`,
`angle`, `margin`, `viewpoint`, `basis`, `projection`, `orthoHeight`, `fov`,
`near`, `far` — plus `label` to name the shot on the result. A field an entry
leaves out comes from the collage's own options, so a shot list writes down only
what makes each shot differ:
```lua
zero capture collage --setups '[
{ "position": [-14.6, 1.35, 4.5], "lookAt": [-16.3, 1.1, 1.6], "fov": 28, "label": "doorway" },
{ "position": [8, 3, 12], "lookAt": [0, 1, 0], "fov": 50, "label": "wide" },
{ "entity": "hero", "viewpoint": "front", "basis": "local", "label": "closeup" }
]'
```
Three stations, three lenses, three subjects, one instant, one picture — which is
the comparison a framing pass is made of. A key outside that vocabulary is
refused where it was written, so a misspelled `fov` names itself instead of
quietly framing a shot nobody asked for.
## Reading the result
The grid shape is worked out from the number of cells — pass `grid` (`"3x2"`) to
state it, and it is an error rather than a silent crop if it cannot hold them.
Every cell comes back labelled in `cells`, with its `label`, the `viewpoint`
and/or `pass` that made it differ, the `eye` it was rendered from and the lens it
was rendered through. A grid is meant to be readable from the response, not
guessable from the pictures. Only a time collage reports the window it covered —
a station or pass grid samples one instant, and reporting a span for it would
invite reading the difference between cells as motion.
## Aiming it
Exactly as a single capture is aimed: `entity` (with `viewpoint` and `basis`, or
`angle` and `distance`), `position` with `lookAt`, `camera`, or nothing at all
for the main scene camera. `projection`, `orthoHeight`, `isolate`,
`renderLayers`, `fov`, `width` and `height` all mean what they mean for one
frame, and apply to every cell a set-up of its own does not override.
The shot most of this exists for is one call:
```lua
zero capture collage --entity crate --viewpoints sides --basis local \
--projection orthographic --isolate
```
Six sides of one object, each an orthographic elevation, nothing else in frame.
# feed
The newest frame a capture produced on this engine, and who is watching for it.
Every capture core publishes here. `latest()` is that frame: a `src` an image
widget draws (the render target's guid while the engine still holds it, the
written path when the capture produced a file), with the size, the source and
the pass beside it. `watch(fn)` calls `fn` as each new frame arrives, and
`unwatch(token)` drops the subscription.
`shown()` says a viewer is drawing frames from the feed. From then on the feed
holds the newest capture's render target so the picture stays up after the
capture that made it is finished with it, and lets it go when a later frame
replaces it; `shown(false)` stops. With nobody drawing, a capture's target is
released the moment its capture is done.
The release path asks `retains(rtHandle)` before destroying a target, which is
how a held frame survives its own capture. `capture.shared.releaseFrame` is the
one place that asks.
# capture.fromCamera
Render the scene from a specific named camera's authored pose and settings, returning the picture as an image value (and writing a PNG as well when a `path` is given). By default it uses the camera's exact world-space pose plus its whole lens (fov/near/far, and the projection it builds with the orthoHeight an orthographic camera covers), its diagnostic debugChannel, its post-process setting, its lighting environment (an isolated camera's background and ambient with it) and the scene layers it draws: the camera's own `renderLayers` with the editor's chrome (`EditorUI`) and the authoring overlays (`debug`) taken off, since those are drawn for whoever is editing rather than by that camera into the world. So the frame is precisely what that camera draws of the scene, without changing what is on screen. Pass overrides (`renderLayers`, `debugChannel`, `fov`, `near`, `far`, `projection`, `orthoHeight`, `width`, `height`) to change any of those for the one capture without touching the camera; `renderLayers = "all"` is how the overlays are captured on purpose.
# capture.fromEntity
Renders a screenshot orbiting a target entity. The camera position is computed from a distance and a yaw/pitch angle relative to the entity's world position, with an optional offset applied before framing and a configurable field of view and output size. Returns the picture as an image value, and writes a PNG as well when a `path` is given; fails when the entity is missing or its position can't be read. Runs as a background task that waits for the GPU readback, so it works in play mode.
# capture.fromPosition
Renders a screenshot from an explicit world-space camera position and returns the picture as an image value. Aim it with a look-at target (defaulting to the origin) or a quaternion rotation that takes precedence, and set field of view, output size, and near/far clip planes. A PNG is written as well when a `path` is given. It spawns an ephemeral camera, triggers one render, reads the frame back, and despawns the camera automatically — running as a background task that waits for the readback, so it works in play mode.
# isolate
Show the subject without the other geometry drawn, then put everything back.
A prop inside a built scene is behind whatever stands in front of it. The
render-layer system already expresses "draw only these" — an entity is a member
of layers, a camera renders a filter over them — but it does not remember what
it displaced, so every caller wanting one clean shot of one thing hand-rolls the
same record, swap and restore. This is that, once, with the restore guaranteed.
## What it changes
Exactly one thing: the other geometry is not drawn.
Sky, post-process and UI are left exactly as the capture's own render-layer spec
stated them, so a final frame stays a final frame. A caller who wants the
geometry read flat — no lighting, no atmosphere — asks for a **pass**
(`pass = "albedo"`, `pass = "normal"`), which is what passes are for.
## What it does not change
Excluded geometry still **casts shadows** onto the subject and still bounces
light into it. Lights are not filtered by render layer at all, and the layer mask
drives object culling and the geometry passes rather than the shadow passes. This
is the render-layer system's deliberate behaviour — a wall stays out of the shot
while it still exists for lighting, shadows and physics — so a shadow with no
visible caster in an isolated capture is the system working, not a bug.
## The layer
One reserved layer name, `captureIsolate`, reused by every isolated capture.
Membership is a 32-bit mask with six reserved bits. A layer minted per call would
exhaust the namespace in twenty-six captures and leave a trail of empty layers
that `renderLayer.list` would show forever.
## Restoring
`begin` records each affected entity's membership before moving anything, so the
token describes the whole subtree even if the move fails part-way. `restore`
puts every entity back to the layers it carried — and an entity that carried
**no** explicit membership ends with none, rather than an explicit `default` that
looks identical in a picture and different in the data.
`restore` is safe to call twice and safe on a token whose subjects have since
despawned, which is what lets a caller restore unconditionally on every exit
path: success, failure, and once around a whole collage grid rather than between
its cells.
# capture.oneshot
The low-level one-shot capture primitive. Spawns an ephemeral offscreen camera configured from a source — the viewport, an entity (or several), a world-space position, or a UI window — triggers a single render, and returns the camera and render-target handles synchronously so the caller drives the readback and cleanup itself. This synchronous shape is the only capture path that works from edit mode, where the background-task scheduler the convenience wrappers rely on does not tick.
When framing an entity, omitting the distance auto-fits the camera to the union world-space bounds of the target(s), so the subject is guaranteed fully in frame at any scale — a small prop and a large building both fill the shot. Because the data drives the camera, an empty result is a real signal that the geometry or material is wrong rather than a framing mistake; a distance can be passed to force a fixed orbit radius, and an angle sets only the viewing direction. Further options select the debug visualization channel, toggle which layers (scene, sky, post-process, UI) render, and set field of view, clip planes, and output size. The returned camera is left disabled so it can be re-triggered to produce additional frames on the same target, as when stitching a collage.
# 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.
# subject
What a capture of an entity is a picture of. Every path that frames or isolates
an entity (`fromEntity`, `oneshot`, a `setups` or `viewpoints` collage,
`isolate`) resolves the name, id or proxy it was given here, so they agree on
which entity a name means.
## A player is drawn as its body
A player identity (an entity carrying `UserIdentity`) is the registry anchor a
connected user is known by. The player is drawn as the body its `avatar` names,
a standalone entity at the scene root, so a capture of an identity frames and
isolates that body.
In play, a player prototype's spawn turns the prototype's copy into the joining
user's identity under the prototype's own name and stands the body it names at
the spawn point. A capture of the name an author gave their player prototype
therefore frames the player's body in play, and the prototype's subtree in
edit.
## What a refusal names
`describe(target, via)` is the phrase a framing refusal uses for each subject it
looked at: the entity's name and id with the number of descendants it holds,
and the player identity it is the body of when it was reached through one, or,
for a player identity with no live body bound, that the body is missing.
| Function | Returns |
|----------|---------|
| `resolve(t)` | the entity a capture pictures for a name, id or proxy (nil when none matches), and the player identity it was reached through |
| `bodyOf(target)` | the live body a player identity is drawn as, or nil |
| `isPlayerIdentity(target)` | whether the entity carries `UserIdentity` |
| `describe(target, via)` | the refusal phrase for one resolved subject |
# viewpoints
The named camera stations a capture can be taken from, and the rule that decides
what a name like `front` means.
A **viewpoint** is a direction with an image-up: where the camera stands relative
to what it is looking at, and which way is up in the resulting picture. Naming
one replaces reverse-engineering a `{yaw, pitch}` pair, and names the seven
stations that answer "is this built correctly" — the six sides and the corner.
| Viewpoint | Sees |
|-----------|------|
| `front` | the side the subject faces |
| `back` | the opposite side |
| `right` | the subject's right |
| `left` | the subject's left |
| `top` | plan view, the subject's front toward the top of the image |
| `bottom` | the underside |
| `iso` | the corner view where all three axes project equally |
An entity faces its local -Z, so the camera that sees its front sits on its +Z.
`top` and `bottom` take their image-up from the subject's forward axis, because
world up is undefined when you are looking straight down it — that is what puts
the subject's front at the top of a plan view instead of leaving the roll to
whatever the yaw happened to be.
## Basis
`basis` says which axes the name is measured against, and it has **no default**:
- **`"local"`** — the subject's own axes. `front` is the side the subject faces,
whichever way it is turned, and the frame is fitted to the subject's own
extents (`entity:orientedBounds()`).
- **`"world"`** — the world axes. `front` is the side facing world +Z, whatever
the subject is doing.
For a crate turned 40 degrees these are different pictures, so the caller states
which one it wants. A default would mean one call site's `front` is the crate's
front and another's is the world's, and the difference only shows up in the
image. With no subject to take axes from — a capture framed on a world position
rather than an entity — both values mean the world axes, and both are accepted.
## Orthographic size
`orthoHeightFor` answers the question an orthographic frame asks that a
perspective one does not: how big is the frame? A perspective camera backs off
until the subject fits; an orthographic camera does not converge, so its size is
decided by the subject alone — project the bounds' eight corners onto the
camera's up and right axes and take whichever needs more room.
Its `half` extents and `axes` must be stated in the same frame. A resolved
viewpoint carries both: `frame` axes to use with local-frame extents, and its
world axes to use with world extents.
# capture.viewport
Renders a screenshot mirroring the active viewport. It mirrors the on-screen camera through the shared capture core, so the frame carries that camera's pose, its lens (`fov`, clip planes and the projection it builds), the lighting environment it states (an `isolated` camera's background and ambient) and the layers it draws the screen with, the editor's own overlays included, so the image matches what's on screen. The raster is the viewport's own pixel size, the size `getViewportSize()` reports. Returns the picture as an image value, and writes a PNG as well when a `path` is given; fails when no active viewport camera exists.
Its one argument is a path to also write the PNG to, or a table overriding any of that for one capture: `width` / `height` for a raster of some other size, `renderLayers` for the frame under a different layer spec — `"all !EditorUI !debug"` is the frame without the editor's chrome over it — and `postProcessing` to take it with the grade off.
```lua
tools.use("capture", "viewport", "/source/tmp/capture/shot.png")
tools.use("capture", "viewport", { path = "/source/tmp/capture/clean.png",
renderLayers = "all !EditorUI !debug" })
tools.use("capture", "viewport", { width = 960, height = 540 })
```
# 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.
# gui.bounds
Read a UI element's on-screen layout rect `{ x, y, w, h, ... }` by id (logical points), or every recorded element's rect when called with no id. The coordinate space `gui.clickAt` / anchors use.
# gui.captureElement
Render a specific UI element to a texture and save it as a JPG under `/source/tmp`, so you can read the file to see exactly how that element renders. It renders just the element (by its `elementTree` id) into a right-sized render texture — the same render-to-texture path a camera uses — reads it back, encodes JPG, writes it, and destroys the texture so nothing stays resident in GPU memory. Pair it with `gui.elementTree` to find element ids.
# gui.click
Simulate a widget click by its callback id, dispatching the registered handler bound to that id — with an optional value passed through to the handler. Drives the live UI the way a test or scripted demo would, without a real pointer event.
# gui.clickAt
Click at a screen position - a real pointer down+up at logical UI coordinates (the space `gui.bounds` / `gui.size` report). Use when you have a coordinate rather than an element id.
# gui.clickElement
Click a UI element by its `elementTree` id - a real pointer down+up at the centre of the part of it the last frame drew, so it works on any widget that frame drew without an author-assigned callback. Resolve ids with `gui.elementTree`. Pair with `gui.captureElement` to see the result.
A layout rect exists for every widget the layout measured, drawn or not, and a pointer sent to one the frame left undrawn goes to whatever the frame put there instead. So the press is sent only while `ui.diagnose(id)` reports `painted`; any other verdict comes back as `{ ok = false, id, x, y, reason, detail, error }`, carrying that verdict, the sentence it explains itself with, and the point the aim resolved to. A scroll area or an `overflow: hidden` ancestor can also cut a drawn box down to a band of itself, and the press goes to the middle of that band rather than to the middle of the whole box. `gui.clickAt` presses a point whatever stands there.
# gui.dragElement
Drag from one UI element to another by their `elementTree` ids - press at the centre of the part of the first one the last frame drew, move to the second, release. For sliders, reorderable lists, and drag-and-drop.
Both ends are resolved before anything moves, and the drag is sent only while `ui.diagnose` reports `painted` for each of them. An end the frame left undrawn comes back as `{ ok = false, from, to, reason, detail, error }` carrying that end's verdict.
# gui.elementTree
Inspect a screen's rendered element hierarchy. Every node carries its `id`, `type`, `children`, and — once the element has been measured — its on-screen `bounds` (`{ x, y, w, h }`), so you can find the id of a specific panel or widget and hand it to `gui.captureElement` for a tight screenshot. A node's `id` is the `id` set on the node when the author gave it one, otherwise the generated `<screen>/<type>@<path>`; nodes nest exactly as the widgets nest, with `ui.defineWidget` kinds expanded into the primitives they build.
# gui.focus
Focus a UI widget by id so it receives keyboard input (or blur the current focus when called with no id). Forwards to `ui.focus` / `ui.blur`.
# gui.fonts
The font families a `style.fontFamily` can select.
Each row carries the family key, the `aliases` that select the same group (web-font
names, CSS generic families, the face names registered under it), the concrete
`faces` in the regular / bold / italic / boldItalic slots, `more` (the other faces
sharing those slots, such as the installed chunks of an on-demand face, each drawing
the codepoints the slot's face lacks), and `system`, true when the family came from
the host OS rather than a bundled `.font` asset. A family whose faces load on demand
lists the chunks installed so far; `font.onDemand()` lists every chunk and its state.
A host-OS family renders on the machine that has it and nowhere else, and there are
no OS fonts on WASM, so a UI meant to look the same everywhere selects a family with
`system = false` — which is what this tool returns unless you ask for the rest.
A `fontFamily` naming a family absent from this list paints in the default
proportional face, and `gui.validate` reports it as `unknown-font-family` for the
screen once that screen has painted.
# gui.getTree
Read back a screen's widget tree by name. The returned table mirrors the registered widget list, suitable for inspecting current state or making diff-based test assertions.
# gui.hide
Hide a screen by name. The screen stays registered and can be shown again with `gui.show`.
# gui.hoverElement
Move the pointer over a UI element by its `elementTree` id, so its hover state paints. The cursor stays there, so a following `gui.captureElement` shows the hovered look.
The pointer is moved only while `ui.diagnose(id)` reports `painted`, since a widget the frame left undrawn is one the pointer would sit over something else at. Any other verdict comes back as `{ ok = false, id, x, y, reason, detail, error }` carrying it. On a `painted` widget the pointer goes to the middle of the part that reached the frame, so a row clipped to a band of itself is hovered inside that band.
# gui.panel
Create and show a UI screen from a widget list in a single call. Registers the named screen and, unless told to stay hidden, immediately shows it. Each widget is a table describing its type, text, id, value, color, children, and callback id. Options control the layer, initial visibility, and position.
# press
Press a UI element by its id — a button in an editor panel or in the game's HUD — the way a person clicking it would, without moving the pointer or touching anyone's focus.
# gui.screens
List every registered screen with its visibility, layer, and whether it has a root - the top-level map of what UI exists right now.
# gui.scroll
Simulate scroll input by a horizontal and vertical delta, driving the live UI the way a test or scripted demo would.
# gui.scrollElement
Scroll a `scrollArea` to a vertical offset (pixels from the top) by its `elementTree` id — the reliable, element-targeted scroll. Prefer it over `gui.scroll` (a mouse-wheel simulation) when you know which area to move. Resolve the id with `gui.elementTree`; pair with `gui.captureElement` to see the result.
# set
Set a UI control by its id — a checkbox, slider, select or toggle, in an editor panel or the game's UI — delivering the new value the way the control does when a person changes it.
# gui.setTheme
Set the active UI theme by name; subsequent screen draws use it. The theme must be registered — `gui.themes` lists the available ones.
# shared Module
Cross-tool helpers for the `gui` 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
`guiToolResult` 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.
# gui.show
Show a screen by name. The screen must already be registered, via `gui.panel` or a direct screen registration.
# gui.size
Return the UI coordinate space `{ width, height }` in logical points - the space element bounds, anchors, and `gui.clickAt` positions live in (NOT the pixel size of a capture).
# gui.state
Read a widget's live interaction snapshot by id - `{ clicked, hovered, focused, changed, value }`. The way to assert what a UI is doing after driving it.
# gui.themes
List the registered theme names — the set of themes `gui.setTheme` can switch to.
# gui.toggle
Flip a screen's visibility by name — hides it if currently shown, shows it if currently hidden.
# type
Type text into a UI field by its id — an editor panel's field or the game's chat box — delivering it the way the field delivers typing, without taking the keyboard from whoever holds it.
# gui.update
Update one widget inside a screen in place, addressed by its id. Finds the matching widget in the screen's current tree, applies the given properties onto it, and writes the tree back. If the named screen does not exist it warns and returns without erroring.
# gui.validate
Return the diagnostics from the last render of a screen (or all screens) - unknown widget types, bad props, decode errors. The first stop when a screen renders wrong.
# gui.widgetProps
Get the property definitions for a widget type. The returned table describes every property a widget of that type accepts, including its name, type, and default.
# gui.widgetTypes
List the available widget type names — label, button, panel, and the rest — that can appear in a screen's widget list.
# wld.edit
Return the engine to edit mode. Restores the edit state that was auto-snapshotted on the previous transition into play, and stops script and physics execution so the scene sits still for authoring. This is the counterpart to entering play — the round trip lets you run a scene, then rewind to exactly the state it had before it started.
# wld.hideLayer
Hide a loaded scene layer by name. The layer's entities stay in the world and keep their state — only their rendering stops. Showing the layer again makes them visible without a reload, while unloading despawns them entirely. Useful for toggling optional overlays such as a UI or debug layer on and off cheaply.
# wld.info
Read the current world's high-level state in one call: the bound world name, whether it is in edit or play mode, the active scene layer, and the list of saved scene snapshots in the live world. A quick orientation snapshot for deciding what to do next without querying each piece separately.
# wld.listWorlds
List the worlds persisted on disk under the local worlds directory. Returns the name of each stored world, giving a quick inventory of what has been saved locally.
# wld.loadLayer
Load a scene as an additive layer alongside the current scene, composing its entities on top of what is already live rather than replacing it. An optional origin offset positions the loaded content in world space, and the layer can be marked persistent or given an explicit name so it can be hidden, shown, or unloaded later.
# wld.mode
Report the engine's current mode. Returns `"edit"`, where scripts and physics are paused for authoring, or `"play"`, where they run. Use it to branch on the current state before flipping modes.
# wld.play
Enter play mode. First auto-snapshots the current edit state so returning to edit can restore it, then starts scripts and physics so the scene runs live. This is the counterpart to returning to edit — play the scene to see it in motion, then rewind to the pre-play snapshot.
# wld.promoteAndSwitch
Promote the source-file edits made during play (the play-shadow set — what accepting the "edits" group promotes), then switch the engine to the requested mode, in one call. Replaces the changes() / acceptChanges("edits") / wld.edit()-or-wld.play() sequence for the edit-and-retest loop. Entity changes stay in the sceneAuthoring review flow: a flip to edit with unaccepted entity changes stops at the leave-play safeguard.
# shared Module
Cross-tool helpers for the `wld` 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
`wldToolResult` 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.
# wld.showLayer
Show a previously hidden scene layer, restoring the rendering of its entities. The counterpart to hiding a layer — since hiding leaves the entities in the world, showing brings them back into view instantly with no reload.
# wld.unloadLayer
Unload an additive scene layer by name, despawning its entities entirely and removing its contribution from the composed scene. This fully releases the layer's content; to keep the entities alive but stop drawing them, hide the layer instead.
# yaml.module
YAML decode + encode for authored engine content. Pure Luau, no engine
dependencies — a general parsing library, not data-system plumbing.
```luau
local Yaml = require("@builtin::modules.yaml")
local doc = Yaml.decode(vfs.read(path))
vfs.write(path, Yaml.encode(doc))
```
## Supported subset
- Block mappings (`key: value`) and block sequences (`- item`), nested
to any depth.
- Compact sequence-of-mapping entries (`- path: x` / ` kind: y`).
- Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line.
- Plain scalars with type inference: `~` / `null` → nil, `true` /
`false` → boolean, numeric literals → number, everything else →
string.
- Single- and double-quoted strings (`''` escapes a literal quote
inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a
double-quoted one). A quote opens a quoted scalar where a scalar
begins — after `key:`, after a `- ` entry marker, or inside a flow
collection — so a plain scalar carries an apostrophe as data
(`note: the world's rules`). Quoted keys are read in flow mappings.
- `#` comments — honored outside quotes, so a `#` inside a quoted
string is kept as data.
- Literal (`|`) and folded (`>`) block scalars — the bare indicators
only. A block scalar's content is literal text: quotes (balanced or
not), `#`, `key: value` and `---` inside it are data.
- An optional leading `---` document marker.
## Loud-error contract
Constructs outside the subset above raise instead of misparsing:
anchors/aliases (`&`, `*`), tags (`!`), directives (`%`),
multi-document streams (a second `---`), block-scalar
chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab
indentation, and inconsistent indentation (both block structure and
block-scalar bodies). Every error carries the offending line number
(`yaml: line N: ...`), so a bad config points straight at the line to
fix.
Tab indentation is rejected everywhere — including block-scalar body
lines whose leading whitespace contains a tab. A tab after the first
non-space character of a line is content and passes through.
## API
- `Yaml.decode(text: string): any` — decode a YAML document into a
Luau value (table, scalar, or nil for an empty document). Raises on
malformed input or an unsupported construct.
- `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as
`decode` does, and report whether the text carries a comment by the
decoder's own rule: a `#` at a line's start or after whitespace, outside
a quoted scalar and outside a block scalar. Re-encoding the value drops
such comments, so an editor that writes a document back reads this first.
- `Yaml.encode(value: table): string` — encode a Luau table as YAML
(block style, two-space indent, alphabetically sorted keys). Raises
on values YAML can't represent (functions, userdata, non-string
mapping keys).
A top-level empty table encodes to an empty document, which decodes
back to `nil` (the YAML empty-document ambiguity).
# debugging
Finding out **when** something went wrong in a running world.
The job this skill covers is not "what is the current value" — the current
value is downstream of the moment that matters. It is: attach an instrument to
running code, keep working, and be told the instant the thing happens.
It exists because the reflex it replaces does not work. Running something,
waiting, and taking a capture aims at a moment you cannot see: seconds pass
between the call and the frame, and adding a wait only moves the guess. Polling
is the same guess with more steps.
Covers: probing a function call, a source line, or a value; using a condition
to name the moment rather than every step toward it; reading the state a value
was taken in before trusting the value; and cancelling what you armed.
The trap it spends the most words on is the expensive one — a right value read
in the wrong world, where the match already ended or the scene already swapped,
nothing announced it, and every number afterwards means something else.
# 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.