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asset⌬ componentcomponentprimary: init.luau·originates fromworld a333e7c2-f…

Car

First Light owner-driven arcade car. Space drifts recharge the shared battery; Shift boost and focused headlights consume it. Narrow forward light exposure drains rivals' battery and hull, with road/car occlusion. Hosts run bots with delayed aiming and limited attack bursts. Wrec…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Car

First Light owner-driven arcade car. Space drifts recharge the shared battery; Shift boost and focused headlights consume it. Narrow forward light exposure drains rivals' battery and hull, with road/car occlusion. Hosts run bots with delayed aiming and limited attack bursts. Wrecks launch, tumble, bounce and recover. Motion, battery, focus, damage, crash angles and grid state are Sync fields. Keyboard, gamepad and touch use the native drive input map. The native player avatar owns human motion; prototype-only bodies are excluded from gameplay registration.

Interface

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

conforms to

zero/source-extract/v2

owned( ) → void

reset( ) → void

awake( ) → void

applyMove(v: ?, active: ?) → void

Steering and throttle arrive here and nowhere else. The binding calls this and so does anything driving the car without a keyboard, so both travel the same path and a test cannot pass through a route a player has no way to take -- moving the car by writing its position proved only that positions can be written.

argtypedescription
v?
active?

driveLocal(x: ?, y: ?) → void

argtypedescription
x?
y?

publish( ) → void

wreck( ) → void

observeBeams(dt: ?) → void

argtypedescription
dt?

crashStep(dt: ?) → void

argtypedescription
dt?

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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19+items
▣
module · born here
❒asset
# shared One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
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component · born here
❒asset
# RAINLINE car visual Attach to gameplay car body at tire contact y0. Generates one temporary child with the real image-derived endurance car mesh and PBR material. Nose points +Z; normalized length4.8m, width1.976m, height1.033m. variant0 ivory/citron hero,1 blue,2 red,3 graphite. Cleanup re-derives owned child on hot reload. Gameplay owns motion, guns, authority and input.
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◇
component · born here
❒asset
# Vehicle effects Historical identity GunFX, now used only for hit sparks, wreck smoke and bounded rear-tire skid marks. No bullets, muzzle flashes or gun sounds. Marks are generated on each peer from the replicated car motion/drifting state and expire after18seconds.
▲ 0↑ born
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module · born here
❒asset
Owner-local CCD rigidbody simulation for disabled cars and cinematic doubles. The car follows the solver's full quaternion and a centre-of-mass offset; no synthetic bounce or pitch/roll path. Real contacts provide impact strength. The owner publishes the existing car transform; other peers do not run competing wreck simulations. Release the temporary body on recovery or scene exit.
▲ 0↑ born
backing path · rainline/gameplay/Car.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
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⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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