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agentskill · drop-in viewer
asset⌬ agentskillagentSkillprimary: skill.yaml·originates fromworld 07158574-5…

making-a-game.agentSkill

Turning a concept into a played, published game is a job this world already runs end to end: the `game` workflow holds the order, fans the independent parts out to run at once, and stops to ask for each piece it needs done.

by◐lumi·posted 1mo ago
What it does

making-a-game

Turning a concept into a played, published game is a job this world already runs end to end: the game workflow holds the order, fans the independent parts out to run at once, and stops to ask for each piece it needs done.

This skill is how an agent reaches that run — start it with the person's own concept, then claim and answer its requests one at a time — and the reason it exists is that the failure mode it prevents is expensive: an agent that starts building a game by hand reproduces, badly and serially, a job the engine already knows how to run.

Interface

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

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionMake a whole game from a concept by running the job the engine already holds: start the game workflow and answer what it asks.

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assettype · born here
❒asset
# 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.
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workflow · born here
❒asset
# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this workflow provides and who consumes it, then delete both comment lines. --> TODO: describe this workflow.
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toolbox · born here
❒asset
# workflow Run a workflow, and answer what it asks. A workflow is a program that holds the shape of a job: its phases, its branches, what runs at the same time as what, and what each step is given. It executes in the engine and it decides all of that itself. You do not drive it — you answer the questions it stops to ask, and it carries on. That inversion is the point. A job with eight steps written as instructions becomes eight things an agent has to remember at once, and by the last one the first is gone. Written as a workflow, the shape lives in the program and no agent has to hold it. ## The loop workflow.start begin a run — returns immediately, the run is already going workflow.next take the next request it is waiting on, claimed as you read it workflow.renew keep a claim while its work goes on workflow.answer hand back a result; the run resumes from where it parked workflow.correct replace an answer the run has not read yet workflow.fail say why a request cannot be answered workflow.status what every run is doing, waiting on, and returned A request that carries a `schema` takes only an answer of that shape: `workflow.answer` refuses any other, naming the field and the shape it needs, and the request stays yours to answer again. Give the schema to the subagent with the prompt. An answer is final once the run has read it, which it does within a moment of it being given. `workflow.correct` replaces an answer the run has not read yet, held to the same schema; once the run has read it, the call refuses and says the answer was already consumed. `workflow.answer`, `workflow.correct`, `workflow.fail` and `workflow.renew` each refuse a request they cannot take by naming it and its state: an id no run holds (with a pointer at `workflow.status`), an answer already given (and whether the run has read it), a run that has ended, a request that failed or was cancelled. The shell exits non-zero on a refusal. A request nobody has taken announces itself on your tool responses until it is taken, so there is nothing to remember and nothing to poll. A request you have claimed is yours to work on in peace: your own calls keep it, and you are told once when it is about to run out, and once if it does. A run that ends says so once: a failed run names why, and every request it was still waiting on is ended with it, so nothing is left to take or answer. ## Every request is a subagent's job The prompt `workflow.next` hands over is written to be one agent's entire task. It comes as a file, `prompt_path`, so a claim stays small however long the job is: give a fresh subagent that file as its task, and answer with what that subagent returns. Doing the work yourself instead defeats the workflow: the whole run's context — every phase, every result, every prompt — ends up in one conversation, which is the exact failure a workflow exists to prevent. Your context should hold the prompts you dispatched and the results you got back, and nothing else. When several requests are waiting at once, the workflow opened them together because they do not depend on each other. Dispatch them together. ## Tell the subagent how to find things A request says what to do, not how to work here. Put that in the task you dispatch: - **Open the skill for the job first.** `agent_skill` with no argument lists what this world knows how to do. Skills advertise themselves on every tool response — one that covers the job is a job somebody already worked out, and an agent that builds around it produces something the engine never loads. - **Then the tools.** `search_tools` finds one, `describe_tool` gives its exact signature, `use_tool` runs it. `bash` is the engine's own shell, carrying the `zero` CLI over the same toolboxes and `zm` for committing. `execute` runs Luau for what no tool covers. - **What it builds is content the world loads**, not a script somebody runs by hand. A file that only does something when executed manually is a note about the world rather than part of it. Every one of those was learned by leaving it out: subagents given a plausible-sounding but wrong discovery flow wrote loose scripts, never opened the skill describing their exact task, and never had the shell. ## The subagents share one engine Every subagent works in the same engine, the same world, the same Luau VM and the same viewport as the others and as you. Nothing about running in parallel gives any of them a private copy. So each request owns its own files and writes nobody else's. None of them stops or restarts the engine, clears the scene, or deletes what it did not create — the run is not over when one step is, and the next step inherits whatever the last one left. Anything a step starts in the background it also stops before it returns, because a leftover driver loop makes the next step's measurements wrong. ## A run outlives whoever started it, and the engine Runs live in the engine, not in a session. Close the tab, lose the connection, hand over to somebody else: the run is still parked exactly where it was, and whoever asks `workflow.next` gets the request that was waiting. Each run keeps its record under `/zero/source/local/workflow_runs/`, which this machine keeps for the world and the user, so when the engine itself restarts on the world the run comes back in the phase it had reached, with every answer it was given and every claim under the same request id, and carries on. `workflow.status` counts how many times an engine read it back as `restored`. A claim is a lease. `workflow.next` states how long it holds (`lease_seconds`, and `expires_in` for what is left), counted from the last tool call the session that claimed it makes on the engine: a session working through one long turn keeps its claims by working, whatever tools the work calls. `workflow.renew` starts the lease over before a stretch with no engine calls, and every `workflow.next` you make renews the claims you already hold. A claim whose session makes no call for the length of the lease returns to the queue, so a runner that disappears mid-request costs that request and not the run; its holder takes it back with `workflow.renew` while nobody else has taken it.
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assettype · born here
❒asset
# 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.
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# workflow A job whose shape is a program. Some jobs are one thing an agent does. Others have a shape: a decision, then several pieces built at once because they do not touch each other, then somebody looking at the result and saying whether it holds. Written as instructions, that shape becomes a list an agent has to carry in its head, and by the last step the first is gone. Written as a workflow, the shape is code — it runs in the engine, it decides its own phases and branches and fan-out, and nothing that answers it is told what comes next. ## The shape on disk <name>.workflow/ workflow.js the program — the primary file, and where all the decisions live workflow.yaml what it is, when to reach for it, the phases it moves through README.md .metadata ## The program `workflow.js` is JavaScript, run in the engine. Six things are given to it: phase(name) name the stage the run is in log(text) say something as it goes agent(prompt, opts) ask for one agent's whole job; parks until answered parallel(thunks) several asks that do not depend on each other pipeline(items, ...) each item through every stage, independently args whatever the run was started with `agent()` is the only call that leaves the engine. It parks the run, puts the request where whoever holds credentials can see it, and resumes with the answer. Everything else — the loop that built those prompts, the branch on what came back, the decision to fan out — is the program's, and stays in the engine. `opts.schema` states the shape the answer must have: 'string' 'number' 'boolean' 'any' a value of that type 'string[]' or [ shape ] a list, every item of that shape { field: shape, 'note?': shape } a table with those fields; a name ending in ? may be left out `workflow.next` hands the schema over with the prompt. `workflow.answer` refuses a value of any other shape, naming the field and the shape expected there, and the request stays open to be answered again. `workflow.correct` replaces an answer the program has not read yet, held to the same schema; the program reads an answer within a moment of it arriving, and a correction after that is refused as already consumed. Every list the schema names reaches the program as an array, an empty one included. A schema written outside this notation fails the run at the `agent()` call that carries it. ## Running one local run = asset.resolve("<name>", "workflow"):start({ ... }) or through the `workflow` toolbox, which is what an agent uses: `workflow.start`, then `workflow.next` / `workflow.answer` until it is finished. A run that is waiting announces itself on tool responses until it is answered. From the engine shell, the same run is driven with `zero workflow`: zero workflow start --name [name] zero workflow status zero workflow next --runner <who you are> (claim the request it is waiting on) zero workflow renew --request <id> (keep the claim while its work goes on) zero workflow answer --request <id> --value <result> zero workflow fail --request <id> --reason "<why>" `next` names who is taking the request, and `answer`, `renew` and `fail` name the request they act on by the id `next` returned. ## What a run is A run lives in the engine, not in a session. Whoever started it can close the tab, lose the connection or hand over to somebody else; the run stays parked exactly where it was, and the next agent to ask gets the request that was waiting. Each request is one subagent's whole job — the point is that no single context has to hold the entire run. ## In the Inspector Workflow: what the workflow is for and when to reach for it, the args it takes, its phases, its step budget when it declares one, and the size of workflow.js, with **Open** for workflow.yaml and workflow.js. Nothing here runs it.
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# answer <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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tool · born here
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# correct Replace the answer to a workflow request before the run reads it. `workflow.answer` settles a request with its first answer. When that answer turns out wrong (an unmeasured figure, a garbled line), `workflow.correct` puts the right one on record in its place, as long as the run has not read the answer yet. The value is held to the request's schema exactly as the first answer was. A run reads an answer within a moment of it being given, and from then on it carries on from that answer: a correction after that is refused with a message naming the request and saying the answer was already consumed. The run's log records every correction it took.
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# fail <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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tool · born here
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# list <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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tool · born here
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# next <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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tool · born here
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# renew Keeps a claim on a workflow request through a stretch with no engine calls: the claim's lease starts over. The lease counts from the last tool call the claiming session makes on the engine, so a session that is working keeps it anyway. Whoever took the request with `workflow.next` calls it, and the notice that a claim is about to run out names the call.
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tool · born here
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# start <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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tool · born here
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# status <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this tool provides and who consumes it, then delete both comment lines. --> TODO: describe this tool.
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assettype · born here
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# 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.
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module · born here
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# 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).
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agentskill · born here
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# interfaces The screen-building skill: author a UI as a styled widget tree the way you write HTML and CSS, register it, and then see it and drive it through the `gui` toolbox rather than reasoning about the tree. Covers the layout and paint model, entrance and idle animation, callbacks that fire in play mode, and the build → capture → play → iterate loop that gets a screen from blank to built.
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agentskill · born here
❒asset
# 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.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · skills/making-a-game.agentSkill

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