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asset⌬ scenescene·part ofpackage reflections.package·originates fromworld 07158574-5…

polished_floor

A polished stone floor with three coloured pillars standing on it, under an afternoon sky, with screen-space reflections listed on the scene's `RenderFeatures` entity — so the floor reflects the pillars, and a player walking across it, rather than the sky alone.

by◐lumi·posted 1mo ago
What it does

Polished floor

A polished stone floor with three coloured pillars standing on it, under an afternoon sky, with screen-space reflections listed on the scene's RenderFeatures entity — so the floor reflects the pillars, and a player walking across it, rather than the sky alone.

Load it with scene.load("@builtin::systems.reflections.demo.polished_floor"). Players arrive facing the pillars from floor height, which is the grazing angle a polished dielectric reflects at most strongly.

What it shows

  • The feature on one entity. render_features carries a RenderFeatures list with @builtin::systems.reflections.ssr at intensity = 1, maxDistance = 60, quality = "high". Delete the entity and the floor mirrors the sky alone; put it back and the pillars stand in the floor.
  • Only what the camera sees. A pillar's reflection comes from the frame the camera drew, so turning away from a pillar takes its reflection with it, and the reflection fades toward the screen edge rather than cutting off.
  • The environment underneath. Where a ray finds nothing the floor keeps the sky reflection the environment gives it, at the same mip and Fresnel weight, so the seam between the two is a change of content and not of brightness.
  • Roughness decides who reflects. The floor sits at roughness 0.06, the pillars at 0.55 — above the feature's roughnessCutoff — so the floor is the one surface tracing reflections in the scene.

Contents

  • floor — a 60 m slab of PolishedStone, a near-black dielectric at roughness 0.06, with a collider.
  • pillar_1..3 — 1.6 × 5 × 1.6 m boxes in PillarRed, PillarGreen, PillarBlue, sunk into the slab.
  • sun, ambient, sky — a side-lit afternoon under a ProceduralSky.
  • render_features — the RenderFeatures entity this scene exists for.
  • PlayerSetups / Spawns — the humanoid player on an orbital-follow camera, spawning in front of the pillars. The scene's player intent is "spawns".

Entry point

  • entrypoint.luau — nothing to set up: the reflections run from the RenderFeatures entity the moment the scene loads.

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.

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# Scene (asset type) A scene is a saved, loadable snapshot of an entity scenegraph inside a world: the entity hierarchy, transforms, components, lighting, and a declared `player` intent, plus an auto-discovered startup script. A scene is the unit of "level" or "screen" — a title screen, a lobby, a gameplay area, and an end-of-game summary each get their own scene. Scenes load as **layers**. One root scene is active at a time; additional scenes can load additively as overlays on top of it. Each scene owns its own multiplayer relay room. Switching scenes is a local call: the client that makes it leaves the old scene's room and joins the new scene's room. ## When to use one - You want a savable, re-loadable snapshot of an entity scenegraph plus its lighting and player setup. - You want a runnable starting state for a level or screen. - You want a scenes-as-data flow: `layers.load("lobby")`, edit live, then `layers.active:save()` to publish the edits back to the scene. For a reusable entity assembly (a prop, a vehicle, a UI panel) that many scenes spawn into themselves, use a `.bundle`. A scene is a whole-world snapshot; a bundle is one prefab that lives inside scenes. ## Folder shape A scene asset is a folder ending in `.scene`. Its identity is the folder name with the suffix stripped (`Lobby.scene` → `Lobby`). - `scene.json` — the scenegraph: `entities[]`, lighting, and the top-level `player` intent. **Required.** Written by the engine — a build, a save, a human dragging something in. Not hand-edited. - `build.luau` — what the scene is made of, written as code. Runs while you author; saving bakes its result into `scene.json` (see Building a scene). - `entrypoint.luau` — the startup script. Auto-discovered as a sibling of `scene.json`; define lifecycle callbacks here (see The entrypoint). - `<name>.<type>/` — an asset the build makes, authored here by `build.asset` (see The assets a build makes), alongside `.build.assets`, which records which `build.luau` produced each of them. - `prefabs/` — optional subfolder for scene-local bundles. - `scripts/` — optional subfolder for scene-local Luau helpers, required from `entrypoint.luau`. - `README.md` — optional per-scene notes about THIS scene. Author one only when there is scene-specific detail worth recording; the general scene model lives here, in `guides { path: "types/scene" }`. `scene.json` is version 7. It carries `"format": "scene"`, `"version": 7`, an `entities[]` array, and a top-level `"player"` string intent. ## The `player` intent Every scene declares how it handles players with a top-level `player` field in `scene.json`: - `"spawns"` — the scene carries an authored player setup, and the engine spawns a player for each connecting user from it. This is the default for a freshly created scene. - `"none"` — the scene spawns no player and authors no camera. Author your own Camera entity for the view (menus, UI-only screens, cinematics). ### How `"spawns"` works A `"spawns"` scene authors two things in `scene.json`: 1. A **PlayerPrototype** — an entity carrying the `PlayerPrototype` component, whose `body` field names a child entity (the body). The body carries an avatar (an `Asset` pointing at an avatar, e.g. `@builtin::avatars.humanoid`). A `CameraRig` child carries a `Camera` with a camera behavior (e.g. `orbital_follow`). The prototype root is authored `PrototypeOnly` so it exists as a clonable template. 2. A **PlayerSpawn** — an entity carrying the `PlayerSpawn` component, whose `prototype` field names the PlayerPrototype to instantiate and whose transform is where players appear. The scaffolded scene groups these under two organizing entities, `PlayerSetups` (holding the prototype) and `Spawns` (holding the spawn), so the authoring tree stays legible. On each user join — entering play, and each subsequent connect — the engine runs the spawn for that user: - It clones the PlayerPrototype subtree. - The clone root becomes the user's **internal identity** — a registry-only entity named `user` carrying the `UserIdentity` component. The identity is the anchor for who the player is; it has no world presence. - The body named by `PlayerPrototype.body` is adopted as the user's **avatar** — their visible presence in the world — and placed at the PlayerSpawn's world transform. Move the PlayerSpawn (or drag it in the editor) to set where players appear. - The `CameraRig`'s Camera follows the bound avatar. The player prototype is live in edit mode so you can see and adjust it. In play mode it is deactivated and marked internal — it stays a clonable source while each user gets their own clone. ### Reaching the live player The player surface lives on the root scene's registry, `layers.active.players`: - `players.localPlayer` — this client's player, a curated handle. - `players.localReady` — `true` once the local player's avatar is bound (or the scene opted its avatar out). - `players:list()` / `players:count()` — the players connected in this scene's room. - `players:get(userId)` — a connected player by account id. - `players:ownerOf(avatar)` — the player whose body is a given avatar. A player handle is a data record about who the player is, plus a link to their body: - `player.avatar` — the body's entity ref. Act on the body through it (`player.avatar.position`, raycasts, rig access). - `player.isLocal` — whether this client owns the player. - `player.ready` — whether a live avatar is bound. - `player.userId` / `player.identity` / `player.displayName` — the player's account identity. - `player.avatar = ref` — bind a live body entity as the player's body (assign nil to clear). To use a `.bundle` / `.avatar` asset, spawn it into the world first, then bind the resulting entity. The player's identity entity is the internal anchor; the handle exposes the body (`player.avatar`) and the player's data, and reaching for `.entity` / `.id` / `.component` raises with a redirect to `player.avatar`. ## Building a scene `build.luau` declares what the scene holds. It is ordinary engine code — `entity.spawn`, `component.add`, transform writes, `for` loops, a `require` of a module that computes a layout — and what it creates is what ends up in the scene. ```lua function content() for i = 0, 4 do local crate = entity.spawn("crate") crate.localPosition = { i * 2, 0.5, 0 } crate.component.add("Model", { model = asset.resolve("cube", "mesh") }) end end ``` The build runs while you author, in **edit** mode, and what it created lands in the live scene. Saving the scene bakes it into `scene.json`, which is what makes the entities durable content: a human can select and inspect them, they replicate, and they are there when the world opens without `build.luau` running at all. Play mode never runs it — in play the entities load from `scene.json` like anything else the scene holds. **Editing the file rebuilds the scene in place.** Writing `build.luau` is the signal; there is nothing to reload, and the rebuild saves. An entity keeps the id it had, so a reference to it — a spawn naming a prototype, another entity's component naming this one — survives every rebuild. Add a crate to the loop and the other four do not move. The write returns as soon as the file is on disk and the rebuild finishes behind it, so what it landed comes back as a notice: ``` [info] a write to build.luau rebuilt the scene { content="6", scene="scenes.main", editorOnly="1" } ``` An edit saved while a rebuild is still running is an edit to code that rebuild has already read, so it gets a rebuild of its own once that one finishes, and says which it was: ``` [info] a write to build.luau arrived during a rebuild and was rebuilt after it { content="7", scene="scenes.main", editorOnly="1" } ``` Several edits saved during the same rebuild get the one run after it, which reads the file as it stands then. A scene that declares a build also runs it when it **loads** in edit, so the scene shows what the code says now, including an edit made while the world was closed. A load whose `.build.state` records the current script reads `scene.json` as the build and runs nothing. When the load does run it, a world's own scene saves the result, unless the scene holds unsaved edits: those stay the author's to keep or discard, and the file write waits for their save. A library scene (one under `/libs/`, the `@builtin` library included) is read by its load: the build lands in the live scene and its files stay as the library states them. Play reads `scene.json`, so it comes up without that build until `:build()` saves it. ### The two surfaces - `content()` — the scene's own entities. Present in play. - `editorOnly()` — entities present while authoring and absent in play. They carry the `EditorOnly` participation the runtime deactivates and hides when play begins, and they are baked too, so a collaborator opening the world sees the same ones. Anything an author needs to see and a player does not goes here — an alignment guide, a spacing marker, a debug volume. Both are optional. A scene with neither has no build. ### What a rebuild touches Only the entities the build itself placed. Anything a human dragged in, or a tool placed directly, is invisible to a rebuild and never moved or removed. Within what it owns, the build is authoritative: an entity the code stopped emitting is despawned, a component it stopped adding is removed. The build writes its own name and each entity's place in the hierarchy onto the entity, and `scene.json` records that pair beside the entity's name and transform — which is why a rebuild after a reload, in a later session, lands on exactly the entities it placed the first time without anything having been remembered. ### When the file did not change `:build()` runs the build against what it resolves right now — for the case where something the builder *reads* changed and the file did not: a module it requires, an asset it resolves. After a write it is unnecessary; the write has already run it. ```lua layers.active.asset:build() -- rebuild and save layers.active.asset:build({ save = false }) ``` It answers with how many entities each surface placed — `{ content = 6, editorOnly = 1 }` — and with nil for a scene that has no `build.luau`. Called while a build for that scene is already running, it returns at once with `{ inFlight = true, scene, trigger, startedBy, message }` naming that build instead of starting a second one; `inFlight` is what tells the two answers apart. An operation the bake cannot hold is **refused** rather than applied. A build accepts what its records carry: entity lifecycle, transforms, hierarchy, names, visibility, active state, participation mode, network scope, attributes, and components with their public data. Anything else raises while the build runs, naming the operation and the build it answered to, instead of leaving the scene depending on something no reload brings back. When that happens the previous build stays exactly as it was. A runtime resource a build needs — a mesh it generates, a texture it writes — is made as an asset instead, below. Everything else a refusal names goes outside the builder, or into a component the builder attaches, which runs at play. ### The assets a build makes `build.asset(type, name, produce)` makes an asset the build's content names — a mesh a lathe produces, a texture a pattern writes. `produce` takes nothing and returns the creation parameters `asset.create` takes for that type; the call returns the asset's `AssetRef`, which is what a component field holds. ```lua function content() local tower = build.asset("mesh", "tower", function() local positions, indices = lathe(profile, 16) return { positions = positions, indices = indices } end) entity.spawn("tower").component.add("Model", { model = tower }) end ``` The asset is authored inside the scene's own folder — `Lobby.scene/tower.mesh` — and the scene records which `build.luau` produced it in `.build.assets`. So `produce` runs when the build script changed and never otherwise: a reload re-runs the build and reuses the asset, while editing the profile re-authors `tower.mesh` **in place**, keeping its path and its guid. That is what holds the reference — `scene.json` names assets by guid. For a part of a scene that several scenes place — or that one scene places many times with different settings — see `guides { path: "types/sceneModule" }`, which is the same idea with declared `inputs` a placement sets. `guides { path: "core/scenes-as-code" }` covers both. ## The entrypoint `entrypoint.luau` is the scene's **runtime** — what happens while the game is being played. What the scene *is* comes from `build.luau` above; nothing here has to construct it. `entrypoint.luau` is auto-discovered as a sibling of `scene.json`. The loader runs it in a fresh environment and folds its top-level `function name(...)` declarations into the matching scene lifecycle event. Define the callbacks the scene needs — the recognised set: - `onLoad()` — the scene loaded in **play** mode. Gameplay-start hook, runs on every connected client. - `onHostLoad()` — the scene loaded in **play** mode, on the client that owns the scene's synced content (the relay room creator; offline and single-player count as host). Fires once. Entities spawned here — and anywhere downstream — become synced automatically, so this is where shared world content is spawned: it runs on exactly one peer, and every other peer receives the entities from the relay snapshot. - `onEditLoad()` — the scene loaded in **edit** mode. Custom per-scene authoring tools. Writing this file while the scene is loaded in edit mode reloads its layer, so the new `onEditLoad` runs after the previous load's `onUnload`. - `onUnload()` — before the scene's entities are torn down. Extra cleanup; engine-managed teardown (entity despawn, resource release) runs separately. - `update(dt)` — per frame in play mode, while the gameplay clock runs. - `editorUpdate(dt)` — per frame in edit mode, running or paused. Play-paused ticks neither hook. The scene loader partitions these strictly on mode; a component's hooks of the same name read `engine.paused` instead, so the two rules differ — `man components` has that table. - `localPlayerReady(player)` — once the local player's avatar is ready. Gameplay wiring for the local player: attach state, bind UI, swap the avatar. The avatar is already placed at the PlayerSpawn, so this is for behavior, not positioning. - `playerJoined(player)` — a remote player joined this scene's room. Use for per-player UI (nameplates, greetings). The local player arrives through `localPlayerReady`. - `playerLeft(eid)` — a remote player left this scene's room. Receives the departed entity's id (the entity is already despawned). Each scene's entrypoint runs in its own environment, so two scenes can declare the same top-level names without clashing. Keep each callback short; push per-scene logic into `scripts/` modules and `require` them. ## Layers Scenes load through the `layers` namespace. - `layers.load(ref, opts?)` — load a scene. `ref` is a scene AssetRef or identity string. Without `opts.additive`, this is a **root** load: it replaces the current root scene. `opts`: - `additive` — load as an overlay alongside the current root instead of replacing it. - `persistent` — keep an additive overlay mounted across mode flips and root swaps. - `origin` — a `{x, y, z}` world offset for the overlay's entities. - `deferred` — spread the entity spawn across frames (for thousand-entity scenes); the load signals complete only once the scene has settled. - `layers.active` — the current root scene proxy (nil before any load). - `layers.list()` — every loaded layer (root + additive overlays). - `layers.find(ref)` / `layers.is_loaded(ref)` — look up a loaded layer by ref. - `layers.onLoad(cb)` / `layers.onUnload(cb)` / `layers.onBeforeLoad(cb)` — subscribe to every scene load / unload (distinct from a scene proxy's own `:on_load` / `:on_unload`, which fire only for that scene). A root scene carries the `players`, `camera`, and `settings` surfaces; additive overlays inherit the root's players and lighting and do not carry their own. ### The scene proxy `layers.active` (and `layers.find` / `layers.list` entries) returns a scene proxy: - Fields: `.guid` (canonical identity), `.name`, `.path`, `.asset`, `.additive`, `.visible`, `.state` (`"loading"` → `"loaded"` → `"ready"` → `"unloading"`), `.ready`, `.players`, `.camera`, `.settings`, `.entrypoint`. - `.camera` — a proxy over the scene's primary camera entity; read and write the live Camera component through it, and `.camera.behaviors._list()` enumerates the available camera behaviors. - `:save(opts?)` — publish the live scenegraph to canonical `scene.json` (see Saving). A convenience that forwards to the scene ASSET's `save` (`self.asset:save(opts)`): the proxy is the runtime view and owns nothing on disk, so persistence lives on the asset. - `:reload()`: unload and reload the same scene (a runtime respawn). A scene with a `build.luau` runs its build again and saves the scene, so `scene.json` holds what the reload built and the next play loads it; a library scene's rebuild lands in the live scene alone. - `:clearDirty()` — discard unsaved edits and respawn from canonical. Forwards to the scene asset's `discard` (`self.asset:discard(opts)`). - `:sceneAsset()` — the durable `AssetRef<scene>` this live layer maps to. - `:promoteDirty()` / `:writeDirty()` / `:hasDirty()` — manage the dirty overlay directly. - `:unload()` — despawn the layer and free its slot. - `:onReady(cb)` — fire once the scene reaches `ready` (latched: a late subscriber fires immediately). ## Multiplayer & relay rooms Every scene has its own relay room, keyed by the world guid, the boot profile, the mode, and the scene guid. Switching scenes with `layers.load` runs a room transition — leave the old room, tear down, join the destination scene's room — all on the client that made the call. Teardown of the old scene never leaks to peers in the new one. In play mode connected to a relay, the scene's entities are host-authoritative: only the room creator instantiates them (marked synced), and every joiner receives them from the relay snapshot rather than spawning their own. This is why shared world content belongs in `onHostLoad` — spawning it in `onLoad` would run on every peer and duplicate it. Each player's own avatar spawns per-user from the PlayerSpawn on every client. Edit mode and offline boots spawn locally and never auto-sync. ## Loading and saving **Loading** — `layers.load(ref)` for a root scene: 1. Despawns the current root scene's non-persistent entities. 2. Instantiates the entities from `scene.json` (including the player prototype and spawn for a `"spawns"` scene). 3. Applies lighting and sky. 4. Runs `entrypoint.luau` and fires lifecycle callbacks as their events occur. **Saving** — persistence lives on the scene ASSET. `sceneRef:save()` writes the scene's current state back to canonical `scene.json`; when the scene is loaded it captures the live scenegraph, and when it is not loaded it promotes the pending dirty overlay. `layers.active:save()` is the convenience form — it forwards to the active layer's mapped asset (`layers.active.asset:save()`). Writing canonical is the only path that does so: edit ↔ play cycles never save, so hitting play to test never overwrites the scene. Between saves, live edits accumulate in a per-scene dirty overlay that the loader merges on top of canonical. `sceneRef:discard()` throws the overlay away and restores the saved state — deleting the overlay, and respawning the live layer when the scene is loaded. It works whether or not the scene is loaded, because the overlay belongs to the asset, not the runtime layer. `layers.active:clearDirty()` forwards here. Saves capture entity data, not the entrypoint script — edits to `entrypoint.luau` and `scripts/` are always preserved. `opts.to` on `save`/`discard` targets a different scene ("save as"), taking either a bare name (`"level_2"`) or a full VFS path. **What a record states.** A component's record in `scene.json` holds the fields that instance's configuration states: the keys of the table it was added with (a `build.luau` call's own init table, or the record it was loaded from) and every field written since, through code, a tool or the inspector. A field nothing set stays out of the record and takes the component's declared default each time the scene loads, so changing that default reaches every entity that left the field to it. To have an entity follow the default again, remove the field from its record. A field set on a live entity after its record was made is a change the scene review names (`sceneAuthoring.changes` lists it as `+ Type.field = value`), and accepting it writes the field into the record. A scene saved before records were stated this way holds every field; those values load and save as they are, since a stored value cannot be told apart from one an author chose, and a hot reload that changes a default one of them shadows names it. A stored field the component no longer declares is named by a `[component.add]` warning when the record loads and left out of the next save. ## Lighting Lights are ordinary entities: a directional light, an ambient light, and a sky are entities carrying `Light` / `ProceduralSky` components in `scene.json`. Author, move, and tune them like any other entity. If a scene is missing any of {directional light, ambient light, sky}, the loader adds a temporary default for the absent one so a scene never loads dark or skyless; the defaults are never saved into the scene. Scene-level lighting state that is not an entity — clear color and sky descriptor — lives under `layers.active.settings.lighting` (`clear_color`, `sky`); writing those fields updates the engine live. ## Modes Scenes load in both edit and play mode (see `man modes`). The mode governs behavior: - An entrypoint's `update(dt)` runs in play while the gameplay clock runs, and its `editorUpdate(dt)` runs in edit. A component's hooks of the same name follow the clock rather than the mode — `man components` has the four states that produces. - Player prototypes are live in edit and deactivated + internal in play, where each user instead gets a clone. `EditorOnly` entities follow the same edit-live / play-internal toggle. - `onLoad` / `onHostLoad` fire on a play-mode load; `onEditLoad` fires on an edit-mode load. ## How to create one ```luau asset.create("scene", "<Name>") -- Creates /zero/source/<Name>.scene/ with: -- build.luau where this scene's content is written. A new one starts -- with the sun / ambient / sky lighting and the "spawns" -- player setup, commented for editing — everything else the -- scene comes to hold is written here too. -- scene.json what that code produces, baked. -- entrypoint.luau commented lifecycle-callback stubs. ``` A freshly created scene has a player with a following camera on the first press of play. It carries no ground, so the first thing to author is what the player stands on — a `content()` line away in `build.luau`. ## Discovery - `asset.list("scene")` — every registered scene. - `asset.inspect("<name>")` — entity count, lighting summary, source path, and this type README. ## Authoring conventions - Keep static layout in `scene.json` — geometry, lights, props, the player prototype and spawn. - Keep dynamic setup in `entrypoint.luau` lifecycle callbacks — event listeners, gameplay state, services attached to spawned entities. - Spawn shared, synced world content from `onHostLoad`; spawn each player's own gameplay wiring from `localPlayerReady`. - Set the world's startup scene in `/.world_settings` — that is the scene the world boots into. - Y is up; +Z is forward. - Renaming the folder changes the scene's identity — update every `layers.load` callsite and the world's startup-scene field. ## Related types - `.bundle` — reusable entity hierarchies that scenes spawn into themselves. - `.service` — cross-scene background work that outlives a scene load. - `.world_settings` — picks the startup scene and world-level renderer / physics options. ## In the Inspector Selecting a scene opens its **Scene** section, read from `scene.json` without loading the scene: how many entities it holds, how many of them are roots (and their names), how players join and the file's format version when it states them, and whether the scene has edits not yet saved.
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# Material (asset type) A material is a named, configured instance of a `.shader`. The shader defines the surface look (lighting model, available property fields, texture slots); the material picks values for those fields and a shader to bind to. Renderable entities reference materials, not shaders, so the same geometry can wear different materials and the same material can be reused across many entities. Entities sharing one material can still differ in a value: every drawn object carries four `vec4` lanes of its own that a surface shader reads as `input.shader_data[lane]` and `renderer.instanceData.set` writes. Use that for a dissolve at its own progress per subject, a hit flash at its own age, a fill level per instance — a material per entity is for when the LOOK differs, not when a number does. > New to how a material relates to its shader, its textures, and the live GPU > material behind it? Read `core/resource-model` first. It also covers the > difference between an authored `.material` asset (this type) and a runtime GPU > material made with `renderer.material.create`. ## When to use one - You want a named surface configuration an entity wears by referencing it from its `Model` component (`material = "@.../<Name>"`). - You want runtime property tweaks (`asset.resolve(ref):setProperty(...)`) to affect every entity using the material at once. - You want to publish a curated look (`Gold`, `RedGlow`, `BrickWall`) other authors can reuse without re-typing shader bindings. If you need a brand-new lighting model or a custom visual effect, you need a `.shader` first; the material wraps it. ## Where it lives - Source: `/zero/source/.../<Name>.material/` - Identity: `<Name>` (the `.material` suffix strips). - Folder shape: - `mat.yaml` — canonical material spec (shader + property values). **Required.** - `preview.png` — the material's rendered shader-ball still, its persisted visual description. **Required.** Rendered when the material is staged (`zm add`) with its preview missing or stale, and by `generatePreviews`; it syncs, publishes, feeds image-based search, and gives browsers a thumbnail. - `README.md` / `.metadata` — optional prose + tags, indexed when an author writes real ones. - `textures/` — optional folder for embedded textures. Validator allows the folder; its interior is unrestricted. - `shaders/` — optional folder for a co-located custom shader. Same rule. ## How to create one ```luau asset.create("material", "<Name>") -- Creates: /zero/source/<Name>.material/ -- mat.yaml (shader binding + property scaffold) -- preview.png (rendered when the material is staged with `zm add`; the -- picture lands as a change the next `zm add` stages) -- `folder` places it in a subfolder of /source instead of the root: asset.create("material", "<Name>", { folder = "materials" }) ``` Pass the shader and initial values through `asset.create`, then tune with `setProperty` and keep what you tuned with `saveDefinition`: ```luau local mat = asset.create("material", "<Name>", { shader = "@builtin::shaders.pbr" }) mat:setProperty("base_color", { 0.8, 0.6, 0.1, 1 }) mat:setProperty("roughness", 0.3) mat:saveDefinition() -- writes the tuned values into mat.yaml ``` This mints the `.material` asset and returns a handle you tune with `setProperty`. A set is a runtime change: it reaches the GPU material and every entity wearing it, and `saveDefinition` is the call that writes it into `mat.yaml`, so a property driven every frame costs no file write and leaves the authored file as its author wrote it. A purely runtime `asset.create` lives only for the session. For an ephemeral, runtime-only GPU material that is not an asset at all, use `renderer.material.create` instead (see `core/resource-model`). ## How it operates 1. **Property reflection.** The bound shader's uniform struct fields become the material's configurable properties — no manual property declarations needed. `naga` introspects the shader at load. 2. **Property values.** `mat.yaml` groups values by type, each block keyed by the shader's field names: `properties:` holds scalars and colors/vectors, `ints:` holds integer-typed fields, `bools:` holds boolean-typed fields, and `textures:` holds texture slots. Omitted fields take the shader's default. A scalar is a bare number (`roughness: 0.5`); a color or vector is an array (`base_color: [1, 1, 1, 1]`). `shader:` is the shader's identity string. This is the shape every material the engine writes uses. A `saveDefinition` writes the changed values into the file where they already stand and leaves the rest of it — its comments, the order of its keys and blocks, the spelling of its literals — untouched. The older `floats:` / `colors:` blocks (with `{ r, g, b, a }` map colors) still load for materials hand-authored that way. 3. **Render state.** `render:` holds how the mesh is drawn rather than what the shader reads: `blend` (the equation the fragment composites with, also spelled `type`), `cull`, `depth_write`, `depth_compare` and `topology`. The `.shader` type README's "The render block" section lists every value each key takes, and `asset.create`'s `render` argument takes the same keys and values. 4. **Application.** An entity wears a material by referencing it from its `Model` component (`material = "@.../<Name>"`). Materials affect every entity that references them; runtime `asset.resolve(ref):setProperty(...)` changes propagate to all of them immediately, and last until the next mode change unless `saveDefinition` writes them into `mat.yaml`. 5. **Texture binding.** Texture slots accept `color:r,g,b,a` for solid colors, `default:white` / `default:black` / `default:normal` for the engine's own fallback texels, `@builtin::textures.<name>` for builtins, `path/to/image.png` for file textures, or a render-target handle for camera renders. The GPU texture cache reads the `color:` and `default:` forms from the string itself, so a slot written in one names no asset and carries nothing with the material when it travels; every other form names a texture asset the slot depends on. A texture in `base_color_texture` is multiplied by `base_color`: every built-in surface shader declaring both draws the texture's colour times `base_color`, channel by channel. Under the default white `base_color` the texture shows as itself, and a coloured `base_color` tints it. The two read a colour differently: `base_color` is linear, and the slot reads its texels as sRGB-encoded, a `color:` value's included, the way it reads an image. A colour stated in both places is therefore multiplied by a darker copy of itself: `color:0.62,0.14,0.05,1` in the slot decodes to `0.34, 0.017, 0.0039`, so beside `base_color` `0.62, 0.14, 0.05` the surface draws `0.21, 0.0024, 0.0002`, far darker than either. State a solid colour once, as `base_color`, and leave the slot at its default white. 6. **Hot reload.** Editing `mat.yaml` repacks the GPU uniform buffer on the next frame; visible immediately. 7. **Inspector.** `type.yaml` names `inspector: { type: "inspector.luau" }`, and `inspector.luau` declares the material's sections beside the generic ones: `shader` (the bound shader, swappable), `properties` (each shader field as its typed control) and `textures` (each texture slot as an asset chip). They read the material through `mat:getShaderRef()` (the bound shader's ref, `~` expanded) and `mat:getTextures()` (slot name → `{ ref, name }`: the bound texture's guid and the id the material names it by). An edit there is an authoring write: `mat:writeProperty(name, value)` and `mat:writeTexture(slot, texture)` write the value into `mat.yaml` (and drop the session's own value for it, so the material reads what the file holds), and `setShader` rewrites the file; inside an undo operation each file write is recorded, so undo puts `mat.yaml` back. `setProperty` / `setTexture` stay runtime writes that last until the next mode change. ## Discovery - `asset.list("material")` — every registered material. - `asset.inspect("<name>")` — shader binding, property values, source path, this type README. - `ls /zero/source/<Name>.material` lists the files the folder holds. - `asset.resolve("<name>"):getProperties()` — the property fields exposed by the bound shader, each at the value it currently holds: what `mat.yaml` authored until something writes to the material, and the written value from then on, whichever call wrote it. That is the value the surface is drawn with. Read them back rather than guessing names; which fields exist comes from the shader. - `asset.resolve("<name>"):getDefinition()` — the authored `mat.yaml` bytes, the value the material rests at. - `asset.resolve("<name>"):getShader()` — the shader the material binds. ## Authoring conventions - Use lowercase, descriptive names (`brushed_steel`, `red_glow`, `tarmac_wet`). Avoid shader-name suffixes in the material name — the binding lives in `mat.yaml::shader`. - Drive every property the shader exposes; defaults are a fallback, not a contract for which fields exist. - Embed textures alongside the material (`textures/` subfolder) when they're used only by this material; reference shared textures from `@builtin::textures.*` or a library. ## Common pitfalls - **Property names must match the shader's uniform struct exactly** (case-sensitive). Misnamed properties silently get the shader's default. - **`base_color_texture` multiplies `base_color`.** A `color:` texture holding the same value as `base_color` multiplies the colour by its own sRGB-decoded value, so the surface renders far darker than the value written. Write a solid colour as `base_color` alone. - **Broken shaders break the material.** A material whose shader has a parse error renders as the magenta checkerboard. Inspect the shader first if the material looks wrong. - **`setProperty` targets the material, not the entity.** Changes affect every entity that references the material. - **`setProperty` is a runtime change.** It reaches the GPU, not the file: call `saveDefinition` to write the current values into `mat.yaml`. For a per-entity override that no other entity sees, give the entity its own copy with `Model:applySessionMaterial(renderer.material.create(...))`. - **Renaming the folder changes the identity.** Update every `Model` component and `asset.create` callsite that references it. ## Related types - `.shader` — defines what properties exist; required before a material can bind to it. - `.preset` — captures a component configuration; conceptually similar to a material, but for components instead of shaders.
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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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# PlayerPrototype Marks the root of a player-setup subtree — the entity and children that define what a joining user becomes (avatar slot, spawn behaviour, controller). On awake it flips the entity to PrototypeOnly participation, so the prototype lives in the editor and drives spawning without being saved as a world entity itself; `kind` and `label` describe it for authoring surfaces. In edit mode it draws a cyan silhouette outline so the prototype root is easy to pick out, and surfaces its own setup-validation messages (missing camera, avatar slot, or wrong participation) on the component's error channel. Location: `src/lua/lib/components/PlayerPrototype.component`
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# BoxCollider (component) A box collision shape. Works with or without a `Physics` component: on its own it is static collision geometry, and alongside one it moves with the body. ## Sizing `half` is the box's half-extents in the entity's local space, multiplied by the entity's world scale. Leave it unset and the box derives from the entity's model bounds, so a bare `BoxCollider` matches what is rendered at any scale. ```lua entity.find("crate").component.add("BoxCollider", {}) -- fits the mesh entity.find("wall").component.add("BoxCollider", { half = { 2, 4, 0.2 } }) -- authored ``` ## Fields | Field | Meaning | |-------|---------| | `half` | Half-extents. Unset derives from model bounds. | | `isTrigger` | Report overlaps without blocking. | | `friction` | Surface friction. | | `restitution` | Bounciness. | ## Composing A collider on a child entity attaches to the nearest ancestor carrying a `Physics` component, so a body made of several shapes puts each on its own entity and each keeps its own material and trigger flag. Past a few dozen boxes sharing one material, `CompoundCollider` is cheaper: it is a single broadphase volume where separate components are one each.
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# ssr The render feature behind `ScreenSpaceReflections` and `@builtin::systems.reflections.ssr`. One compute pass runs at the `afterDepthPrepass` seam, once the visibility raster has laid the frame's depth and before anything shades: | order | pass | output | |---|---|---| | 60 | `ssr_trace` | reflected colour plus a confidence weight, per pixel, into `@scene.reflection` | That channel is what a material's environment term reads the same frame, at its own pixel: the traced reflection stands in for the probes and the sky to the degree the trace trusts it, and the material's own Fresnel, roughness and tint weigh it into the pixel the way they weigh any environment. Nothing here touches the lit picture. The trace marches against this frame's depth, which the visibility raster has just written, so the reflection stands where the camera is now. What it reads about the surfaces — the reflecting surface's normal and roughness, the hit's normal and its colour — comes from the previous frame: the G-buffer as that frame left it (`readsPrevious`), and `@scene.colorHistory`, the light it ended with, each reprojected through the previous view-projection `@frame.camera` carries in its rows `[5..9)`. A point the previous frame did not show reflects its environment alone. ## The march `ssr_trace` reflects the view ray about the surface normal and walks it through the depth buffer. Steps are uniform in **screen** space, not world space. A ray heading toward the horizon covers enormous world distance across a few pixels, so stepping in world units there means either missing every thin occluder near the camera or spending the whole budget on distance nothing can be seen at. The world parameter is recovered from the screen parameter through `1/w`, which is what interpolates linearly under perspective. At each step the ray's world position is compared against the world position reconstructed from the depth sample under it. Comparing in world space is what lets `thickness` mean a distance in world units rather than a depth-buffer epsilon whose meaning changes with range. The march looks only for the **crossing** — where the ray first passes behind the depth buffer. Thickness is tested after bisecting that crossing, not during the march: one march step covers roughly as much depth as a surface is thick, so a ray tested during the march can jump from in front of a surface to well behind it without ever landing inside it. Bisection runs for whichever is larger, the quality tier's budget or however many halvings bring one march step under `thickness`. A coarse march that stopped bisecting early would leave the crossing bracketed more loosely than a surface is thick, and every hit would then fail the thickness test — long-range reflections would vanish outright instead of thinning. A hit is rejected when the surface it landed on faces along the ray, because what is on screen there is that surface's far side. ## What the channel holds `ssr_out` is `@scene.reflection`: linear radiance in `.rgb`, and in `.a` the confidence — the edge fade, the range fade, how squarely the ray carried on into the scene, and `intensity`, multiplied — so `intensity` is how much of the trace reaches the picture and a miss is a zero the material reads as "the environment alone". The channel is cleared at the top of every scene render this feature does not run for, so such a frame reflects the environment alone too. The trace reads the light the previous frame ended with, so it runs on the lit channel alone (`debugChannel = 0`); a camera drawing a diagnostic pass is drawn lit first, unpresented, so the trace runs for where that camera stands, and the diagnostic reads the channel traced for it. The cutoff exists because a single ray describes a mirror: past it the lobe a rough surface gathers over is wider than one ray can stand in for, and the material keeps the prefiltered environment it already has.
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# Light Adds a light source to an entity. The entity's world transform determines the light's position (point) or direction (directional). Point light positions are auto-synced from that world transform, so a light on a child entity burns where the entity stands — the position `entity.position` reports. A point light's `intensity` is on one scale with the `SpotLight` component's `intensity`/`brightness`: the same number at the same `radius`/`range` puts the same light on a surface either kind faces from the same place, and a spot spends it on the cone it opens on rather than all around itself. Kinds: `"point"`, `"spot"`, `"directional"` (the scene's sun), `"ambient"`, `"distant"` (a parallel light beside the sun). Public fields: `kind`, `colorR/G/B`, `intensity`, `radius`, `directionX/Y/Z`, `castsShadows`, `lightChannels`, `mobility`. `range`, `color` and `direction` are aliases accepting the composite/renamed forms. Methods: `:setColor(color)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:setIntensity(i)`, `:setRadius(r)`, `:setDirection(dir)`, `:setKind(lightKind)`. `kind = "spot"` opens a cone along the entity's forward axis, at the engine's default 30° outer and 20° inner half-angles; the `SpotLight` component is the one that carries the cone angles and the `face` axis as fields. `"directional"` and `"distant"` are parallel lights: they arrive from the same direction at every point in the world and no distance attenuates them, so their `intensity` reads against the sun's rather than against a point light's. The `SpotLight` README carries the rest of how to balance a mixed point-and-spot rig. ```luau entity(id).component.add("Light", { kind = "point", intensity = 2, radius = 10 }) entity(id).component.add("Light", { kind = "directional", direction = {-0.5, -1, -0.3} }) ```
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# ProceduralSky The editable atmospheric sky: a day/night gradient with a sun disc, glow, stars and a moon, all derived procedurally from the directional light's elevation. Add it to an entity like a light: ```lua entity.spawn("sky").component.add("ProceduralSky", { timeOfDay = 18.5 }) entity.spawn("sky").component.add("ProceduralSky", { preset = "sunset" }) entity.spawn("sky").component.add("ProceduralSky", { zenithColor = { r = 0.05, g = 0.1, b = 0.3 }, horizonColor = { r = 0.9, g = 0.4, b = 0.2 }, }) ``` A `ProceduralSky` owns its material outright: it registers a **runtime GPU material** of its own over the builtin procedural-sky shader and pushes every visual parameter (colours, sun, stars, moon, turbidity, exposure) straight to that record. The component's fields **are** the material definition — no `.material` asset backs it, so retuning a scene's sky changes that scene's sky and nothing else. The renderer reads the values from the material's group(1) uniform like any other material — there is no sky-specific render path. Those values also travel the native `Sky` bridge into the scene sky config, alongside the time-of-day / auto-cycle / sun-sync controls. That config is what `sky.get()` reports and what a saved scene records, so both name the sky being drawn. With `syncSunToLight` on (the default), the sky's `timeOfDay` is what the scene is lit by: the scene's directional light takes its direction, colour and intensity from the sun's position, so the sun in the sky and the sun the scene is lit by are the same sun through a whole day/night cycle. Turn it off for a light the sky leaves alone. The intensity that arrives is the day/night curve between night and noon, and `sunPeakIntensity` is the noon end of it — `1.0`, the sky's own daylight, unless a scene asks for more. A harder sun on water or snow is stated here; setting the light itself does not survive, because the sky writes over it every time the hour moves. Like the directional light, the sky is conceptually **singular per scene**. A `ProceduralSky` fully defines its material on `awake` (every parameter from its own fields), so switching scenes never inherits a previous scene's overrides. Day/night comes from the sun's elevation, so evening presets render dark — drive the look by `timeOfDay` (which orients the sun). ## Fields | Field | Type | Default | Meaning | |---|---|---|---| | `preset` | string | `""` | Named look applied before explicit fields: `clear_day`, `sunset`, `sunrise`, `overcast`, `night`. | | `timeOfDay` | number | `14.0` | 0..24 hours; orients the sun and the day/night gradient. | | `autoCycle` | bool | `false` | Advance `timeOfDay` each frame. | | `cycleSpeed` | number | `60.0` | Game-seconds per real-second for the auto cycle. | | `syncSunToLight` | bool | `true` | Drive the directional light from the sun. | | `sunPeakIntensity` | number | `1.0` | What the sun's light measures at noon; the day/night curve runs from night up to this. | | `zenithColor` / `horizonColor` / `groundColor` | color | — | Sky gradient colours. | | `sunSize` / `sunIntensity` | number | `0.02` / `20.0` | Sun disc size + brightness. | | `starsIntensity` | number | `1.0` | Night star-field intensity. | | `moonSize` | number | `0.03` | Moon disc size. | | `turbidity` | number | `4.0` | Atmospheric haziness. | | `exposure` | number | `1.0` | Sky exposure multiplier. | ## Methods | Method | Description | |---|---| | `sky:setTimeOfDay(hours)` | Set the time of day (0..24). | | `sky:applyPreset(name)` | Apply a named look. | | `sky:setZenithColor(c)` / `setHorizonColor(c)` / `setGroundColor(c)` | Set a gradient colour (`{r,g,b}` array or map; >1 auto-scales /255). |
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# RenderFeatures The scene's render features, on one entity: a list of `.renderFeature` assets, each with the settings it runs under. ```lua entity(id).component.add("RenderFeatures", { features = { { feature = "@builtin::systems.reflections.ssr", settings = { intensity = 0.8, quality = "high" } }, { feature = "@builtin::renderFeatures.outline" }, }, }) ``` While the component is enabled every listed feature is live. A feature something already runs — a script's `renderer.feature.create`, another entity's list — is adopted and configured rather than stacked a second time. Each feature runs its passes at the phase and order its own `render(ctx)` declares. Disabling or destroying the component tears every one of them down. Editing the list re-syncs it: an entry removed goes, one added comes up, and a changed `settings` table reaches the live feature on its next frame. `settings` are the knobs the feature's asset declares — `renderer.feature.schema("@builtin::systems.reflections.ssr")` lists them with their defaults. A knob the feature does not declare, or a value of the wrong shape, is refused by name in the log. Methods: `:getHandles()` — the live handles this component holds, keyed by the feature asset's guid. For code that tunes a feature at runtime — a quality slider, a cutscene — `renderer.feature.find(ref)` and `renderer.feature.configure(handle, settings)` reach the same knobs without an entity.
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# Camera Manages viewport priority, render-to-texture, and capture. State is stored in the native `Camera` ECS component; the Rust camera system handles render scheduling and render targets. Public fields: `fov`, `near`, `far`, `priority`, `textureHandle` (the guid of the texture the camera renders into; empty = main viewport), `renderLayers` (which render layers this camera draws — a space-separated spec of names, e.g. `"all"`, `"all !ui"`, or `"default sky"`; `ui`/`sky`/`debug`/`EditorUI` are built-in layers), `postProcessing` (whether this camera runs the post-process chain), `debugChannel`, plus the behavior slot below. Methods: `:lookAt(target)` (entity id string OR `{x, y, z}` table), `:render()`, `:capture()`, `:setTargetTexture(tex?)` (a `renderer.texture.create` handle to render into, or nil for the viewport). ```luau entity(id).component.add("Camera", { fov = 90, priority = 10 }) entity(id).component.get("Camera"):capture() ``` The scene's play-mode camera is reached as `layers.active.camera`, a handle that reads and writes the fields above on whichever entity currently carries them. `layers.active.camera.entity` is the entity ref for that camera and `layers.active.camera.entityId` its id string, so a script that needs to attach something to the camera — an `AudioListener`, a child entity — goes through the ref: ```luau local cam = layers.active.camera cam.fov = 70 -- the camera's settings cam.entity.component.add("AudioListener") -- the entity carrying them ``` ## How the camera moves: `behavior` and `follow` A `Camera` does not move itself. `behavior` names a component that does, and setting it attaches that component to this entity. Clearing it detaches whatever was attached. ```luau local cam = entity(id).component.get("Camera") cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component") cam.follow = playerBody ``` The attached behavior is an ordinary component on the camera's entity, so it is tuned the way any component is: read it with `component.get` and set its fields there. A `component.add` of the same type configures the instance the slot attached instead of adding a second one: the values it passes are written onto that instance and its proxy is returned. That add is the form a scene `build.luau` tunes the behavior with, because its values are saved with the scene and the loaded Camera's behavior takes them back. A key the component reads only as it is created (one of its `initKeys`, a private field) refuses the add and names the key. ```luau cam.behavior = asset.ref("@builtin::controller.third_person_follow", "component") local rig = entity(id).component.get("third_person_follow") rig.cameraDistance = 6 -- the same, as an add of the type the slot attached entity(id).component.add("third_person_follow", { cameraDistance = 6 }) ``` `follow` is the standard slot every shipped behavior reads. Set the follow target on the **Camera**, not on the behavior, so swapping behaviors keeps it. A behavior that finds its own `follow` field empty falls back to this one, which is what lets a rig keep tracking the player across a behavior swap. `followResolves` answers whether that slot names an entity that is live — `true` while it names a live one or names nothing at all, `false` once the target is despawned or the id names no entity. A rig whose target does not resolve holds its last pose, and this is the field that tells it from a rig posed correctly on a subject that has not moved. `camera.get` carries the same value beside `follow`, and a write naming an id with no entity behind it draws a warning where it lands. ```luau cam.followResolves -- false once the followed entity is gone tools.use("camera", "get", id).followResolves -- the same answer off the tool ``` The shipped behaviors live under `@builtin::controller.*`: `orbital_follow`, `third_person_follow`, `first_person`, `free`, `orbit`, `chase`, `isometric`, `rts`, `birds_eye`, `side_scroller`, `cinematic`, `menu`. ## Writing your own Any component can be a camera behavior. Write one that moves its own entity and attach it the same way: ```luau cam.behavior = asset.ref("MyChaseCam", "component") ``` `follow` lives on the Camera, so a behavior gets no property notification of its own when the target changes. Declare `onFollowChanged(newFollow, oldFollow)` to be told the moment it does — the Camera calls it on the component it attached, which is what lets a rig re-pose on the new subject at once. A behavior that reads `Camera.follow` on its own schedule declares nothing and is attached the same way. ```luau typed function public:onFollowChanged(newFollow: any, oldFollow: any) -- pose this entity against the new target end ``` To make it appear in the discovery catalog alongside the shipped ones, declare the `cameraBehavior` tag in the component's `.metadata`: ```json { "tags": ["cameraBehavior"] } ``` The tag governs **discovery**, not attachment. A tagged component is listed by `layers.active.camera.behaviors` and is what tooling offers when something asks "which camera behaviors exist"; an untagged component attaches just as well and simply stays out of that list. Tag the ones you want other people (and agents) to find. ```luau for name, ref in pairs(layers.active.camera.behaviors) do print(name, ref.identity) end ``` ## Texture colour space `textureColorSpace = "display"` applies the display transform when rendering into a texture. `"linear"` writes scene-linear values instead. `postProcessing` independently controls the effects chain in either mode. Floating-point targets retain values above one; normalized targets clamp to their representable range. The main viewport uses display encoding.
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# Asset Promote the bundle's spawned children from temporary to permanent scene state and remove the Asset component, "baking" the bundle's contents directly into the owning scene. Subsequent saves persist the baked entities verbatim and stop replaying the bundle template. Location: `src/lua/lib/components/Asset.component`
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# PlayerSpawn A world entity that spawns players from a prototype. It carries the fields describing how spawning happens: which `prototype` to instantiate, the `team` and `role` assigned to spawned players, a `maxPlayers` cap (0 = unbounded), the `spawnPolicy` (how many players spawn from this point), and the `placement` (where a spawned player is positioned). The entity's own transform is the spawn point when `placement` is `at_spawn_transform`. In edit mode it draws an orange silhouette outline at the spawn point and surfaces its own setup-validation messages (missing or mis-targeted prototype) on the component's error channel. Location: `src/lua/lib/components/PlayerSpawn.component`
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component · born here
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# orbital_follow Three-ring orbit camera. Framing is authored as three rings around the follow target — a bottom, a centre and a top, each with a `height` above the target's origin and a `radius` out from its axis. Vertical look slides the camera along the spline through those rings; horizontal look orbits around them. The shape of the orbit is geometry you can see and edit rather than a pair of pitch limits you cannot. Public fields: `follow`, `ringBottom` / `ringCenter` / `ringTop` (each `{ height, radius }`), `verticalAxis` (0 at the bottom ring, 1 at the top), `horizontalAxis` (the world heading the camera looks along, in radians about +Y from world +Z), `radiusScale`, `aimHeight` (the aim point above the target's origin), `damping` (per-axis time constants in seconds), `cameraRadius` (radius of the pull-in sweep; `0` turns the pull-in off), `cameraIgnore` (entities whose colliders the pull-in passes through), `sensitivity`, `invertY` (off by default: pushing the mouse forward looks UP, drawing the camera toward the bottom ring; on pitches the other way), `zoomSpeed`, `minRadiusScale`, `maxRadiusScale`. The rig owns that heading. Binding a follow target aims it along the subject's facing, so the shot opens from behind whoever the camera is told to follow, and look input turns it from there — the subject's facing is never read again. That is what makes the camera steerable for a character who turns to face where it is walking: hold "forward" and the character walks the line the camera looks down, instead of chasing a heading that moves as it turns. The default rings frame a roughly 1.8 m humanoid standing at its origin: the centre ring sits above head height at the widest radius for a resting shot from behind and slightly above, the bottom ring drops to knee height and pulls in to look up, and the top ring climbs and tightens for a near-overhead look down. Writing any framing field re-poses the rig immediately with damping bypassed, so editing a ring moves the camera to the shot that ring describes. `follow` falls back to the `Camera.follow` slot when it is empty, so a rig selected through `Camera.behavior` tracks whatever that camera already follows. Controls: mouse to orbit and to slide along the rings (play mode requests pointer lock, so no button is held), scroll to scale the ring radii. ```luau local cam = entity(id).component.get("Camera") cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component") entity(id).component.get("controller.orbital_follow").ringCenter = { height = 2.6, radius = 6 } ``` ## The camera pulls in when a collider is in the way Each frame the rig sweeps a sphere of `cameraRadius` from the point it aims at out to where its framing puts the camera, and stands the camera where the sphere first meets a collider. Every collider in the world stops that sweep, whether or not anything draws it: an invisible walk bound (a `BoxCollider` with no `Model`), a trigger volume and a solid wall all pull the camera in alike. The follow subject is the one entity the sweep passes by default. So a camera that snaps in close to the player, or collapses onto it, while nothing visible stands behind the player is meeting a collider nobody can see. Two fields settle it: - `cameraIgnore` lists the entities whose colliders the camera sees through. Name the walk bounds and gameplay volumes there and the sweep passes them as it passes the subject, while walls the player can see still pull the camera in. Each entry is an entity (or its id), and it is the collider's own entity that is listed. - `cameraRadius = 0` turns the pull-in off: the camera stands where its framing puts it, through every collider. ```luau local rig = entity(camId).component.get("controller.orbital_follow") rig.cameraIgnore = { entity.find("NorthBound"), entity.find("SouthBound") } -- or drop the pull-in entirely rig.cameraRadius = 0 ``` ## Attach through `Camera.behavior` The Camera owns the behavior slot, so assigning the rig there is what lets the Camera tell it when `follow` changes. A rig added straight onto the entity with `component.add` still poses, but the Camera does not know about it and a `follow` assigned afterwards will not reach it. ## Player cameras: leave `follow` unset Entering play drops and respawns `PlayerPrototype` subtrees, so the body is recreated with a NEW entity id. A `follow` authored on the rig keeps pointing at the original, which is no longer live, and the camera freezes at its last pose instead of tracking the player. For a player camera, set the target on the **Camera** and leave the rig's own `follow` empty: ```luau entity(rigId).component.get("Camera").follow = body -- PlayerPrototype rebinds this on every spawn ``` `PlayerPrototype` refreshes `Camera.follow` to the live body each time it clones, and the rig reads that slot whenever its own `follow` is empty. Set the rig's `follow` only for a camera that watches a fixed, non-respawning subject.
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inputmap · born here
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# default.inputMap The engine's standard control scheme, and the map a world activates for a player who is the one moving. Its group is `player`, so a map that names that group — `vehicle.inputMap` does — stands these controls down for as long as it is live. ## Controls The `<name>.inputBinding/` folders beside `init.luau` are the controls. A component activates the map and subscribes to the ones it drives: | Control | Kind | kbm | gamepad | touch | |---|---|---|---|---| | `move` | axis2 | WASD | left stick | left stick | | `look` | axis2 | mouse delta | right stick | right drag zone | | `jump` | button | Space | south | button | | `sprint` | button | Shift | left stick click | button | | `crouch` | button | Ctrl | east | button | | `interact` | button | E | west | button | | `zoom` | axis1 | wheel | shoulders | pinch | | `pointerLock` | button | Escape | — | — | | `lookDrag` | button | right mouse | — | — | `pointerLock` and `lookDrag` refuse gamepad and touch outright, in the record where a reader sees it: capture belongs to a cursor, and a stick or a dragging finger says it is steering by being pushed at all. Vertical movement lives in `flight.inputMap`, which composes beside this one and belongs to the same `player` group. Driving lives in `vehicle.inputMap`, which stands this group down while somebody has the wheel. ## Compatibility registry The `actions` / `axes` tables in `init.luau` are the registry read by `Zin.actions` / `Zin.axes`. They are keyboard and mouse only, and they are what keeps a world written against `Zin.actions.held(...)` working. The engine's standard control scheme. Every action and axis carries explicit `kbm` bindings; movement, look, and the primary held actions (sprint, crouch, jump, vehicle brake) also carry explicit `touch` bindings so the scheme works identically on a phone with no synthesis needed. - **Movement** — `move` (WASD, or the left virtual stick on touch), `move_vertical` (Space/Ctrl, kbm-only — no vertical touch stick in this scheme). - **Fly** — `fly_up` (E/Space) and `fly_down` (Q/ShiftLeft), kbm-only with touch synthesis suppressed — fly-camera vertical movement for controllers that read actions rather than the `move_vertical` axis. - **Look** — `look` (mouse delta on kbm, the right drag zone on touch), plus `look_x` / `look_y` single-axis kbm variants for controllers that want one component. `look`'s gate passes on pointer-lock or held right-mouse-button (kbm), OR whenever the touch drag zone is producing input — a phone has neither a locked pointer nor a right mouse button, so the touch path needs no arming gesture. - **Held actions** — `sprint`, `crouch`, `jump` each carry a `right-lower` zone `touchButton` alongside their kbm keys. - **Zoom** — `scroll_y` (wheel on kbm, the two-finger pinch delta on touch). - **Vehicle context** — `vehicle_throttle` / `vehicle_reverse` / `vehicle_steer` / `vehicle_brake`, active only while the `"vehicle"` input context is pushed. Activating any OTHER map's axis with a touch class beyond its primary registers a `<axis>@<class>` sibling axis (e.g. `look@touch`) — this map's own `look` axis carries an explicit `touch` binding, so it follows the same convention once flattened by `Zin.map.activate`. `Zin.map.ensureActive()` activates this map when no other map is active — it is the map every kbm-only world already runs, now carrying its explicit touch classes for phones and tablets. This is also the map a cold `Zin.actions` / `Zin.axes` read activates automatically, so any world reading actions plays with zero setup.
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mesh · born here
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module · born here
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# scene runtime What a `.scene` folder does when it is loaded, saved, built, or swapped. A `<name>.scene/` carries `scene.json` (the entity arrangement), an optional `build.luau` (the code author's half), an optional `entrypoint.luau`, and a `scene_dirty/` overlay of unsaved edits. Reading, composing and writing all four is the scene type's own behaviour, so it lives in the type. ## Sub-modules | Module | Responsibility | |---|---| | `loader.module` | Reads scene.json v6 and v7, refuses versions it does not know, composes canonical + dirty overlay, spawns the entities, and runs the entrypoint. | | `saver.module` | Persists scene state as a delta overlay against the canonical file, promotes that overlay on save, and answers which edits are still pending. | | `build.module` | Runs a `build.luau` inside an entity capture scope and composes what it spawned into scene records. | | `observe.module` | The read side — the per-scene counts and costs `layers` and `loader` write. | | `swapOrchestrator.module` | Drives multiplayer room transitions and the scene-swap gate, so a local swap does not leak despawns to peers in the old room. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.scene.shared") rt.saver.hasPendingSceneEdits(layers.active.name) ``` Fields resolve lazily. The prelude installs `swapOrchestrator` and starts `saver`'s dirty writer in a fixed order, which a table that required all five on load would take away from 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.
▲ 0↑ born
✦
shader · born here
❒asset
# pbr The engine's standard physically-based material — the full glTF metallic-roughness workflow lit by the shared `@builtin::shaderModules.pbr_shading` model. This is the default surface shader a model uses when its material doesn't specify another, and it is also registered under the legacy alias **`standard`** (the name many materials reference). It is a `surface()` shader: it fills a `PbrSurface` and the engine generates every pipeline entry point and lights it. Every parameter defaults to a neutral value, so a material that sets nothing renders as a clean dielectric; the advanced lobes only cost anything when a material opts into them. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | `[1,1,1,1]` | Albedo tint, multiplied by `base_color_texture` and vertex colour. | | `emissive` | color | `[0,0,0,1]` | Emissive tint, multiplied by `emissive_texture` and `emissive_intensity`. | | `emissive_intensity` | float | `1.0` | HDR multiplier on the emissive output. | | `roughness` | range | `0.5` | Perceptual roughness, multiplied by the green channel of `roughness_metallic_texture`. | | `metallic` | range | `0.0` | Metalness, multiplied by the blue channel of `roughness_metallic_texture`. | | `reflectance` | range | `0.5` | Dielectric reflectance knob (neutral 0.5 → 4% F0). | | `ior` | float | `1.5` | Index of refraction → dielectric F0 and the refraction direction. | | `normal_scale` | float | `1.0` | Strength of the tangent-space `normal_texture`. | | `occlusion_strength` | range | `1.0` | Blend of the `occlusion_texture` (R) into the ambient term. | | `clearcoat` | range | `0.0` | Strength of a second dielectric clearcoat specular lobe. | | `clearcoat_roughness` | range | `0.0` | Roughness of the clearcoat lobe. | | `anisotropy` | float | `0.0` | Anisotropic highlight stretch along the tangent ([-1,1]). | | `sheen_color` | color | `[0,0,0,1]` | Tint of the sheen lobe — the retroreflective rim of velvet, satin and brushed fabric. Black leaves the base untouched. | | `sheen_roughness` | range | `0.3` | Width of the sheen lobe. | | `iridescence` | range | `0.0` | Blend toward the thin-film response, the hue that shifts with view angle. | | `iridescence_thickness` | float | `400.0` | Film thickness in nanometres — which wavelengths cancel and which reinforce. | | `iridescence_ior` | float | `1.3` | Index of refraction of the film. | | `subsurface_color` | color | `[0,0,0,1]` | Tint of the light that entered the surface, scattered beneath it and left again. Black leaves the base untouched. | | `subsurface_radius` | float | `0.5` | How far the diffuse falloff wraps past the terminator, taken per channel against `subsurface_color`. | | `fibre_color` | color | `[0,0,0,1]` | Tint of the second of the two highlights a hair or fur strand gives. Black leaves the base untouched. | | `fibre_specular` | range | `0.35` | Strength of the first strand highlight, in the light's own colour. | | `fibre_shift` | float | `0.06` | How far apart the two strand highlights sit along the fibre. | | `fibre_roughness` | range | `0.1` | Width of the first strand highlight. | | `transmission` | range | `0.0` | Specular transmission — refracts the environment through the surface. | | `thickness` | float | `0.0` | Volume thickness for Beer–Lambert transmission absorption. | | `attenuation_color` | color | `[1,1,1,1]` | Transmission absorption tint. | | `attenuation_distance` | float | large | Beer–Lambert absorption distance. | | `uv_scale` | float2 | `[1,1]` | UV tiling applied before every texture sample. | | `uv_offset` | float2 | `[0,0]` | UV offset applied before every texture sample. | | `alpha_cutoff` | range | `0.0` | Mask threshold — fragments with `alpha <` this are discarded (0 = no cutoff). | | `double_sided` | bool | `false` | Flip the shading normal on back faces. | | `receives_fog` | bool | `true` | Whether the screen-space fog passes (height fog, aerial perspective) reach this surface. `false` leaves an opaque deferred draw at the colour it shaded to, however deep in the medium it stands — see below. | ### Emissive authoring The glow output is `emissive × emissive_intensity` (× the `emissive_texture`). The glow **colour** is `emissive`, a vec; the **intensity** over it is `emissive_intensity`, a scalar. So `{ emissive = {0.1, 0.9, 1, 1}, emissive_intensity = 5 }` is a cyan glow at 5×, and it is these two names that `getProperties()` lists and `setProperty` writes. A spelling another engine's convention uses for the same role — `emissive_color`, `emission`, `emissive_tint` — is resolved onto `emissive` when the material is authored, so content carried in from glTF, Unity or Godot reaches the property under the name this shader declares. Where two such spellings meet on one of the two names, the shape of each value says which of them it is: a vec is the colour and a number is the intensity, so `{ emissive_color = {0.2, 0.8, 1, 1}, emissive = 5 }` is the same cyan glow at 5x. Two values of one shape are one property's, and the one written under the name the shader declares applies while the other is named in a warning. A bare positive scalar `emissive` with no colour beside it is the "turn emission on" shorthand and means a white glow at that intensity, so `emissive = 20` on a white material lights up. ### The lobes over the base layer Beyond metallic-roughness, the shading model carries six layers this material declares. Each is gated on its own neutral value, so a material that sets none of them shades as a plain dielectric and each one costs only where it is asked for. | Layer | Turned on by | What it looks like | |---|---|---| | Clearcoat | `clearcoat > 0` | A second dielectric specular lobe on top — car paint, lacquer, a varnished surface. | | Anisotropy | `anisotropy ~= 0` | The highlight stretches along the tangent — brushed metal, a vinyl record. | | Sheen | `sheen_color` above black | A retroreflective rim that brightens toward grazing angles — velvet, satin, dusty cloth. | | Iridescence | `iridescence > 0` | The specular hue shifts with view angle — an oil slick, a soap film, anodised metal, a beetle shell. Thickness picks the colours. | | Subsurface | `subsurface_color` above black | Light wraps past the terminator and glows through thin geometry lit from behind — skin, wax, marble, a leaf. `thickness` gates how much reaches the far side. | | Fibre | `fibre_color` above black | The two offset highlights a strand gives instead of the one a surface gives — hair, fur. Taken around the world tangent as the fibre axis. | All six are evaluated inside the engine's own light loop, once for every light that reaches the surface, so each one is shadowed, attenuated and cone-masked with the base layer it sits over. An oil-slicked wet surface is `iridescence = 1`, an `iridescence_thickness` around 300-500 nm and a low `roughness` over a dark `base_color`. Skin is a warm `subsurface_color` with a `subsurface_radius` near 0.5. Velvet is a `sheen_color` at the fabric's own hue over a dark base. ### Standing outside the fog `receives_fog = 0` declares that the screen-space fog passes — `heightFog` and `aerialPerspective` in `@builtin::systems.atmosphere` — leave this surface at the colour it shaded to. The declaration travels to those passes as a per-pixel surface flag written into the alpha of the G-buffer normal (`@builtin::shaderModules.surface_flags`). Only the deferred G-buffer fragment entry writes that channel, so the declaration reaches the fog from an **opaque** draw on the **deferred** path. A draw the renderer sends through the forward fragment entry — every draw on the forward path, and the transparent phase on either path — writes no G-buffer channel to carry it, and its pixels take the fog like any other. ## Textures (glTF metallic-roughness set) | Slot | Default | Channels | |---|---|---| | `base_color_texture` | white | RGBA albedo (sRGB). | | `roughness_metallic_texture` | white | G = roughness, B = metallic (glTF packing). | | `emissive_texture` | white | RGB emissive (sRGB). | | `normal_texture` | flat-normal | Tangent-space normal map. | | `occlusion_texture` | white | R = ambient occlusion. | Because the engine holds the full `PbrSurface`, the capture tool's debug passes (albedo / roughness / metallic / AO / emissive / world-normal / shadow / depth / motion) all read real material data.
▲ 0↑ born
·
assettype · born here
❒asset
# Component (asset type) A component is a reusable behavior + data unit attached to an entity. The component file declares public fields, methods, and lifecycle callbacks; the engine instantiates one per attachment and drives its hooks every frame. Components are the primary unit of gameplay code — movement, AI, animations, UI panels, network sync, and per-entity state all live here. ## When to use one - You need per-entity state that survives across frames. - You need per-entity behavior driven by engine lifecycle hooks (`start`, `update`, `destroy`). - You want to expose configurable fields to designers / `entity.spawn` callers / scenes without code changes. If you need a global service that outlives any entity, use a `.service` instead. If you need a stateless pure-function library, use a `.module`. ## Where it lives - Source: `/zero/source/.../<Name>.component/` - Identity: `<Name>` (the `.component` suffix strips from the identity, but the folder retains the suffix on disk). - Folder shape: - `init.luau` (or `init.lua`) — declares the component. **Required.** - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** The structural contract is enforced by `asset.validate` against this type's `type.yaml`. ## How to create one Always start with the scaffold — it guarantees the folder shape matches `type.yaml` from the moment it's on disk: ```luau asset.create("component", "<Name>") -- Creates: /zero/source/<Name>.component/ -- init.luau (canonical declare + public block + hooks stubbed) -- README.md (instance README template) ``` After scaffolding, edit `init.luau` to fill in the actual fields and behaviour. The component registers as soon as the file is written — hot-reload is automatic; no engine restart required. ## How it operates 1. **Registration.** Writing `init.luau` into a `.component/` folder indexes the asset, mints a guid (in the `.meta` sidecar), and surfaces the type to the engine's component registry. Same-frame visible to `entity.component.add`. 2. **Attachment.** `entity(id).component.add(name, data)` (or the batch form `tools.use("entityOps", "addComponents", targets, { [name] = data })`) attaches an instance. The `data` table's fields override the component's declared defaults; omitted fields take the declared default. The `data` values are copied into `public.*` BEFORE `awake()` runs. 3. **Lifecycle.** The hooks run in this order: - `awake()` — same frame as attach, immediately after the data copy. Initialise state, set up native bridges, register with other systems. Other components on the same entity may not have awoken yet. - `start()` — the next frame. Every component on the entity has completed `awake()` by then, so cross-component setup is safe here. - `update(dt)` — same frame as `start()`, then every frame after, for as long as the gameplay clock is running. `fixedUpdate(dt)` runs beside it on the fixed timestep; `editorUpdate(dt)` runs while the clock is held. Which of them ticks is decided by `engine.mode` AND `engine.paused` together — see **Per-frame hooks and the two axes** below, and `man modes`. - `onDestroy()` — when the component is removed via `component.remove` or when the owning entity is despawned. Release resources, drop native ECS components. For the full list (`onEnable`, `onDisable`, `fixedUpdate`, `editorUpdate`, `onPropertyChanged`, `onAssetReload`, `onModuleReload`, `onBeforeSave`, …) and the timing details, **read `man components` — that is the canonical lifecycle reference. Generic component patterns (declare blocks, public fields, sync, ECS bindings, typed methods) all live there.** 4. **Public surface.** Fields declared in `public` are inspectable, editable in the inspector, and persist with the entity. Methods are declared on that same table with a colon — `typed function public:method(args)` — and every one of them takes the component ref as `self`, so a caller invokes it with a colon too: `entity(id).component.get(name):method(args)`. That is the one calling convention a component ref answers to: the reflection methods `ref:fields()` / `ref:getField(name)` / `ref:setField(name, value)` take the same spelling. A function the chunk declares at file scope (`function helper()`) is the component's own, reachable from its hooks under its bare name; `public` is what the ref carries. 5. **Settings and the Inspector card.** `type.yaml` names the component's settings schema as `settings: { schema: { instance: "init.luau", export: "public" } }`: the `public` table IS the schema, and its values live on each entity the component is on, so `asset.schema(componentRef)` answers the Field descriptors and no values file exists. On an entity the Inspector shows the component as a card whose generic `settings` section edits those fields as typed controls, each edit checked against the schema and written to the live component as one undoable operation. `type.yaml` also names `inspector: { instance: "inspector.luau" }`: a component that ships an `inspector.luau` beside its `init.luau` shapes its card — the file returns `{ sections, replace, order }` (see `assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)` reading `ctx.component` (the live component) and `ctx.selection.id` (the entity). `SceneModule.component/inspector.luau` replaces `settings` with the bound module's declared inputs. 6. **Events.** An `events` block declares typed moments the component fires from inside — `events = { onHit = Event({ dmg = Field.number(0, NoSync) }) }`. The owner fires with `events.onHit:fire({ dmg = 10 })`; outside code subscribes through the proxy's subscribe-only facade, `entity(id).component.get(name).events.onHit:connect(fn)` (`:once` / `:wait` too). Pass `Sync` as the event's second argument to replicate a fire to other peers. Events let one component react to another's moments without polling. Full reference: **`man components`**, Events section. 7. **Hot reload.** Editing `init.luau` reloads the component definition; live instances are reconciled with the new declaration in-place, and each crosses one lifecycle boundary: `onDestroy()` ends the running life, then `awake()` and `start()` construct the one that replaces it, and `update()` resumes on the next frame. `public` and `private` values carry across; module-level `local`s belong to the chunk, so the new life starts with them at their initial values and its `awake`/`start` are what fill them in. Whatever the old life handed elsewhere — a subscription, a shared registration, a spawned entity — is released in `onDestroy`, the call that pairs with the construction about to run. An edit that leaves the source byte-identical crosses no boundary at all. A field carries its value across when something stated it: a key of the `data` table the instance was attached with (a scene record's data is that table), or a write made since. Every other field takes the edited source's declared default, so changing a default reaches every instance that left the field to it. An instance that states its own value for a field whose default the edit changed keeps that value, and the reload logs a `[HotReload]` warning naming the field, the entity, the value kept and both defaults. ## Discovery - `asset.list("component")` — every registered component (engine + world + libraries). - `asset.inspect("<name>")` — identity, scope, public fields, lifecycle methods, source path, and this type README. `detail` carries the component's declared `fields`, `methods`, and `events`, parsed from its source — `tools.use("assets","describe", "<name>")` renders it as markdown, so a component's events are visible without opening its source. - `ls /zero/source/<Name>.component` lists the files the folder holds. - `entity(id).component.list()` — components attached to an entity. ## Per-frame hooks and the two axes `engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay clock) are independent, and the per-frame hooks read them separately: - `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is running** — whichever mode the engine is in. - `editorUpdate(dt)` ticks while **the clock is held** — because the mode is `edit`, or because play is paused — and also alongside `update` whenever edit is running. Which gives four states, and this table is the contract: | `engine.mode` | `engine.paused` | hooks that tick | |---|---|---| | `edit` | `true` | `editorUpdate` | | `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` | | `play` | `false` | `update`, `fixedUpdate` | | `play` | `true` | `editorUpdate` | Entering edit sets `paused = true` and entering play sets it back to `false`, so a session that never writes `engine.paused` only ever sees rows 1 and 3 — which is where the shorthand "`update` is the play tick, `editorUpdate` is the edit tick" comes from. It is the two default rows of a four-row table, not the rule. **Row 2 is the one that surprises.** With `engine.paused = false` in edit — set by hand, or by a tool that advances the gameplay clock to sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate` both fire, once each, every frame. A component that declares both and routes them to one body therefore runs that body **twice per frame**: ```luau local function drive(dt) ... end function update(dt) drive(dt) end function editorUpdate(dt) drive(dt) end -- twice per frame in row 2 ``` Nothing reports the doubling; it reads as an animation running at twice its intended speed. To get exactly one tick per frame in every row, ask which axis you meant and answer it in the body: ```luau function update(dt) drive(dt) end function editorUpdate(dt) if engine.paused then drive(dt) end end ``` A scene `entrypoint.luau` declaring the same two hook names is dispatched by the scene loader, not by this table: there `update` needs play AND running, `editorUpdate` needs edit, and play-paused ticks neither. Read `man scenes` before carrying a component's rule to an entrypoint. ## Authoring conventions - Annotate public fields with `--!desc` so the inspector + LSP show documentation alongside the field name. - Declare lifecycle hooks (`start`, `update`, `destroy`) explicitly rather than relying on engine defaults — readers can see at a glance what runs when. - Keep `update(dt)` cheap — it runs every frame per instance. Move heavy work to `start`, to a service, or behind a job (`man jobs`). - For multi-entity batching, prefer `tools.use("entityOps", "addComponents", targets, components)` over a loop of `entity(id).component.add` — it takes many targets and many components in one call. ## Common pitfalls - **Naming.** The component identity is the folder stem with `.component` stripped (e.g. `<Spinner>.component/` → identity `Spinner`). Don't repeat the suffix in the identity passed to `component.add`. - **`init.lua` vs `init.luau`.** Either is accepted (it's a `one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both in one folder is invalid. - **`update` in edit mode.** It runs whenever the gameplay clock is running, and entering edit stops that clock — so `update` is idle in a freshly-entered edit session and ticks again the moment anything sets `engine.paused = false`. Use `tools.use("wld", "play")` to test update logic under the mode it ships in; `tools.use("wld", "edit")` to return. See **Per-frame hooks and the two axes** above. - **Renaming.** Renaming the folder changes the identity. Update every `component.add(<oldname>, ...)` call and the scene JSON entries that reference it. ## Related types - `.module` — pure-function library, no per-entity state. - `.service` — globally-scoped behavior, no per-entity state. - `.preset` — a captured component configuration, replayable into `component.add` without re-typing fields. - `.bundle` — entity hierarchies that may carry component attachments as part of the bundle. ## In the Inspector Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
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# renderFeature A **render feature** inserts custom GPU passes into the frame pipeline. The engine provides one generic capability — a per-frame render-pass queue and a set of pipeline-phase insertion points — and a feature is the authored Luau that decides what passes to enqueue, and where, every frame. ## Authoring contract A `.renderFeature` folder holds an `init.luau` that returns a feature module: ```luau return { setup = function(ctx) -- optional; runs once when the feature goes live -- A "fragment" pass's `shader` names a POST EFFECT, not a `.shader` -- guid directly — postprocess.add compiles the shader asset under -- that name once, here. Enqueueing a name never passed to -- postprocess.add runs the pass as a no-op every frame (the log -- reads "effect '<name>' not compiled — pass skipped"). postprocess.add("my_effect", asset.resolve("my.shader.guid", "shader"), { enabled = false }) end, render = function(ctx) -- required; runs every frame -- enqueue one or more passes. The spec shape depends on `kind` (see -- "Pass kinds" below): this is a "fragment" pass (full-screen shader over -- input textures); a mesh effect (outline, x-ray) is a "geometry" pass -- with `material` + `select` (see "Geometry passes"). ctx.enqueue { phase = "afterTransparent", shader = "my_effect", inputs = { src = "@scene.color" }, output = myRenderTargetGuid, } end, teardown = function(ctx) end, -- optional; runs once when the feature is destroyed } ``` Optional `materials/` and `shaders/` subfolders hold shader source the feature constructs GPU programs from. A feature constructs its GPU programs (it does not reference `.material` surface assets). ## `ctx` Built fresh each frame and passed to `setup` / `render` / `teardown`: | Field | Meaning | |-------|---------| | `ctx.enqueue(spec)` | Queue one render pass for the current frame. | | `ctx.viewport` | `{ w, h }` — the **main viewport's** size in pixels. | | `ctx.time` | Seconds since boot. | | `ctx.frame` | Monotonic frame index. | | `ctx.renderPath` | `"forward"` / `"deferred"` / … — branch passes on the active path. | | `ctx.settings` | The feature's knobs as they stand this frame — see "Settings". | ## Settings A feature declares the knobs it takes as `settings`, each a Field descriptor with a default, the way a component declares its public fields: ```luau local Fields = require("@builtin::modules.field") local Field, NoSync = Fields.Field, Fields.NoSync return { settings = { intensity = Field.number(1.0, NoSync, "How much of the effect reaches the image."), quality = Field.enum({ "low", "high" }, "high", NoSync, "How many samples the pass spends."), }, render = function(ctx) local s = ctx.settings -- { intensity = 1.0, quality = "high" }, or what a caller set ... end, } ``` The engine holds one settings table per live feature — every declared default, overridden by what it was handed — and passes it as `ctx.settings` on every `setup` / `render` / `teardown`. A feature reads its knobs there and nowhere else, so any caller tunes any feature by name: ```luau local h = renderer.feature.create(ref, { settings = { intensity = 0.5 } }) renderer.feature.configure(h, { quality = "low" }) -- lays over the rest renderer.feature.settings(h) -- { intensity = 0.5, quality = "low" } renderer.feature.find(ref) -- the live handle, or nil renderer.feature.schema(ref) -- the declared knobs, unrun ``` A knob the feature does not declare, or a value of the wrong shape, is refused by name. A scene authors its features on one `RenderFeatures` entity — a list of features, each with its settings — which adopts a feature already live rather than stacking a second, and takes every one down on disable and destroy. `render` runs **once per frame**; the passes it enqueues run **once per render target** drawn that frame — the live viewport, every offscreen capture, every RTT camera — each at its own resolution. So `ctx.viewport` is the main viewport's size, not the size of the target a pass ends up drawing into. Size a full-screen scratch RT with `screen = true` and let the engine track the drawn target (see "Screen-sized targets") rather than deriving it from `ctx.viewport`. ## Screen-sized targets `renderer.texture.create { screen = true }` marks a feature RT as full-screen: before each render target's feature passes, the engine resizes it to that target's resolution. Create it once — the engine owns its size from then on: ```luau myRt = renderer.texture.create { width = ctx.viewport.w, height = ctx.viewport.h, -- initial size only screen = true, format = "rgba16f", name = "my_effect", } ``` A target that holds a picture of the scene is `rgba16f`, which is what the scene target itself carries: linear light with headroom above the display's white and no 256-step floor under a dark gradient. Omitting `format` on a screen-sized target asks for the same thing. `format = "rgba8"` is for a mask, a weight or an occlusion term, where 0..1 is the whole range — hand one of those back over `@scene.color` and the frame loses every highlight and bands every gradient, and the engine says so in the log. `screenScale` (default `1.0`) takes a fraction of the drawn target's resolution, for a scratch that runs below composite resolution (a half-res blur passes `0.5`). A screen-sized RT is what makes a full-screen effect composite correctly at any resolution. Deriving the size from `ctx.viewport` instead pins the RT to the main viewport, and every differently-sized render target then composites a mismatched scratch — the scene scaled into a corner with the rest black. `screenSpace` names WHICH image a screen-sized RT follows: | value | what it tracks | |---|---| | `"scene"` (default) | the scene render target, at whatever resolution the render scale asked for. Resized before EVERY render target's feature phases — the main frame and each offscreen one — and cleared to transparent before an offscreen render, so one sink never reads what another left behind | | `"composite"` | the image the post-scene phases draw into. Resized on the presented frame only, and never cleared for an offscreen render, since none of those phases run there | The two carry the same size until the render scale drops below 1. From there, while the renderer presents the viewport itself, the scene reaches the display's resolution through an upscale that runs before `afterScenePost` — so a composite-space RT is the display's size while a scene-space one is the smaller rasterized frame. Under a UI viewport panel the panel draws the scene target at its own rect, nothing upscales beforehand, and both spaces carry the scene's size. A scene-space target is scratch: whatever a pass does not rewrite this render is transparent black. A composite-space target survives an offscreen render untouched, but it follows the presented frame alone. ## History targets An accumulation across frames (temporal antialiasing, a temporal denoiser, any pass that reads what it wrote last time) lives in a history target: ```luau history = renderer.texture.create { width = ctx.viewport.w, height = ctx.viewport.h, -- initial size only history = true, format = "rgba16f", name = "my_accum", } -- in render(ctx): ctx.enqueue { kind = "compute", program = myResolve, inputs = { scene_color = "@scene.color", accum_previous = history.previous.guid }, buffers = { accum_state = history.state }, storage = { accum_out = history.guid }, phase = "afterLighting", } ``` The passes a feature enqueues run once for every view the frame draws (the viewport, each render-to-texture camera, each capture), so an accumulation has to be one per view. A history target keeps one pair of images per view, sized to that view: for the length of a view's render `history.guid` names the image the render writes and `history.previous.guid` the image the same view's previous render wrote. Another view never resizes, clears or overwrites them, and a view's images are freed when it stops drawing. It follows `screenSpace` and `screenScale` like any screen-sized target; a composite-space one is kept for the viewport, the one view that draws the post-scene phases. Before each render of a view the engine writes `history.state`, one `vec4<f32>` a pass binds through `buffers`: | field | holds | |---|---| | `x` | 1 when `previous` holds this view's previous image; 0 on the view's first render, its first after a camera cut or a change of size, or after a render of the view that ran without the target, and `previous` then reads transparent black | | `y` | how many renders in a row have carried the history | | `zw` | this render's sub-pixel projection offset, in pixels (`renderer.setProjectionJitter`) | `renderer.setProjectionJitter` is the matching per-view sample sequence: every view walks it by its own count of renders, so the sequence a temporal pass expects is the one each view's renders sampled. ## Pass phases `enqueue` runs a pass at a named pipeline boundary — a real seam between the scene's discrete passes — ordered within a phase by `order`. Each phase is the point where the scene colour holds a specific, nameable state: | Phase | Scene colour there | |-------|--------------------| | `afterDepthPrepass` | the visibility raster written: `@scene.depth` holds this frame's complete opaque depth, and `@scene.motion` its opaque motion, before anything shades. Scene colour is not yet drawn; `@scene.colorHistory` holds the previous frame's lit colour, and the deferred g-buffer the previous frame's surfaces (`readsPrevious`) | | `afterShadows` | shadow maps populated; scene colour/depth not yet drawn | | `afterSky` | sky only; depth empty | | `afterOpaque` | opaque drawn, before transparents. `@scene.depth` (and the deferred G-buffer) are populated. Forward: lit opaque. Deferred: opaque is in the G-buffer, so the colour is still sky only until the composite (use `afterOpaqueLit`) | | `afterOpaqueLit` | the lit opaque scene, still before transparents, on **both** paths — the forward opaque draw, or the deferred lighting composite. The background a refractive or transmissive surface samples: the one phase whose colour holds what is behind such a surface without holding the surface itself | | `afterTransparent` | transparents drawn, before the OIT composite | | `afterLighting` | deferred-lighting + OIT composite done — fully lit, final geometry on **both** paths | | `afterScenePost` | scene-layer post (DoF/MB/…) done, before UI | | `afterUI` | scene + UI composited | | `afterPost` | all-layer post done — the final image, before present | The last three are the post-scene phases, and they work on the COMPOSITED image: `@scene.color` there is the target the UI lands on, not the scene render target. `@scene.depth` and `@scene.motion` still bind — they are the scene's own buffers for the frame just drawn, which is what lets a pass at these phases reproject the composite it is handed — but they keep the SCENE's resolution. Whenever the render scale is below 1 on the presented frame, that is smaller than `@scene.color`, so a pass here maps between the two by uv rather than by texel index, and takes its own output size from the target it writes. The `@scene.*` inputs (`@scene.color`, `@scene.depth`, …) bind the live frame buffers; the deferred g-buffer channels (`@scene.normal`, `@scene.shaded`, …) resolve only on the deferred path. Before the pass that shades has drawn — at `afterDepthPrepass` — a g-buffer channel holds the previous frame's surfaces, and a pass reading it there names the slot in `readsPrevious` (`readsPrevious = { "scene_normal" }`); one that does not is held back rather than handed a stale normal. `@scene.colorHistory` is the lit colour the target's previous render ended with, kept by the engine per render target and never cleared by a frame: what a pass tracing at `afterDepthPrepass`, against this frame's depth, takes its light from — reprojected through the previous view-projection `@frame.camera` carries. A capture drawn once, or a camera drawn again after a pause, is drawn lit first when a pass reads the history, so its first frame holds one. Every `@scene.*` channel, what it holds, its format, the phase it is first valid from, and the earlier spellings still bound to it: | Name | Holds | Format | Valid from | Aliases | |---|---|---|---|---| | `@scene.color` | the scene's lit colour; the display composite at a post-scene phase | the scene target's format at a scene phase, the display composite's at a post one | every phase | — | | `@scene.depth` | opaque depth, reversed (1.0 near, 0.0 far/empty sky) | `Depth32Float` — binds through a `texture_depth` compute slot, not `texture2d` | `afterDepthPrepass` on | — | | `@scene.motion` | screen-space NDC velocity since the previous frame | `Rg16Float` | `afterOpaque` on | — | | `@scene.normal` | world-space normal + the per-pixel surface-flag field | `Rgb10a2Unorm` | deferred path, `afterOpaque` on (previous frame's before — declare `readsPrevious`) | — | | `@scene.shaded` | what a surface SENT — its shaded colour, linear and scene-referred | `Rgba16Float` | deferred path, `afterOpaque` on (previous frame's before) | `@scene.albedo` | | `@scene.material` | what a surface IS — base colour (RGB565) + metallic + perceptual roughness | `Rgba8Uint` | deferred path, `afterOpaque` on (previous frame's before) | `@scene.mr` | | `@scene.emissive` | radiance a pass stamped on the surface, added at the composite | `Rgba16Float` | deferred path, `afterOpaque` on (previous frame's before) | — | | `@scene.ao` | scene occlusion a feature wrote, read back by shading | `Rgba8Unorm` | every scene phase (cleared at the top of the scene render) | — | | `@scene.reflection` | traced reflection radiance (`.rgb`) + confidence (`.a`) | `Rgba16Float` | every scene phase (cleared at the top of the scene render) | — | | `@scene.colorHistory` | the lit colour the target's previous render ended with | `Rgba16Float` | every phase | — | | `@scene.lights` | the per-frame punctual-light storage buffer: twelve vec4s per light, the light then its punctual shadow record | storage buffer | every phase | — | | `@scene.environment` | the reflection-probe cube array | texture cube array | scene phases only | — | | `@scene.environmentSampler` | the filtering sampler for `@scene.environment` | sampler | scene phases only | — | | `@scene.reflectionProbes` | the environment buffer: the probe blend data naming which probe reaches a point, then the irradiance light-probe volumes | storage buffer | scene phases only | — | `docs/topics/rendering.guide/guide.md` and `docs/topics/raytracing.guide/guide.md` both point here rather than repeating this table. **Two g-buffer channels describe the surface, and they answer different questions.** `@scene.shaded` is what a surface SENT — the colour the geometry pass shaded it to, linear and scene-referred, so a surface lit above the display's peak reads above 1 there. `@scene.material` is what the surface IS: the base colour it reflects, its metallic and its perceptual roughness, each in [0, 1] and each independent of how brightly the surface happens to be lit. A pass that multiplies incoming light by a reflectance — a bounce multiplier, a Fresnel tint, an ambient floor — reads `@scene.material`; a pass that filters the picture reads `@scene.shaded`. `@scene.material` is an `Rgba8Uint` channel packing all three into 32 bits, so its slot declares `sample: uint` and the module unpacks it: ```yaml # bindings.yaml - { name: scene_material, kind: texture2d, sample: uint } ``` ```wgsl #include "@builtin::shaderModules.gbuffer_material" let m = zero_gbuffer_material(scene_material, coord); let bounce = incoming * m.base_color; ``` The earlier spellings still bind: `@scene.albedo` resolves to `@scene.shaded` (the SHADED lit colour) and `@scene.mr` resolves to `@scene.material` (the material channel), so a feature written against either keeps resolving. The engine logs the substitution once per spelling, naming the canonical one to write going forward. `@scene.motion` carries screen-space velocity: the NDC displacement each pixel's surface underwent since the previous frame, so a still surface under a still camera reads `(0, 0)`. Opaque geometry contributes it on both render paths: the visibility raster writes it for every surface it records, and an opaque surface whose depth state the raster cannot express writes its own where it draws. A moving entity, a moving camera and an animated pose all reach it in the viewport; transparents, particles and sky carry none. A surface a material's `vertex()` hook displaces carries the displacement's own velocity. A render target's own camera and a capture keep no view history, so velocity there is the entity's motion with no camera term. `@frame.camera` is a reserved **buffer** input carrying the camera CURRENTLY being drawn: 10×`vec4<f32>` = the inverse view-projection (columns `[0..4)`, column-major) + camera world position (`[4].xyz`) + the previous render's view-projection (columns `[5..9)`), which projects a point into the picture that render left. A compute pass declares a `buffer` binding and binds it via `inputs = { name = "@frame.camera" }`, then reconstructs a pixel's world position from `@scene.depth`: ```wgsl let inv_vp = mat4x4<f32>(cam[0], cam[1], cam[2], cam[3]); // ndc.z is the `@scene.depth` sample itself. Scene depth is reversed — 1.0 is // the near plane, 0.0 the far plane and empty sky — and this matrix inverts // that same range, so a sample goes in unmodified. let wh = inv_vp * vec4<f32>(ndc, 1.0); let world_pos = wh.xyz / wh.w; ``` Like `@scene.*`, the engine resolves it **per render target** — so the same pass reconstructs against the live viewport's camera on screen and against an offscreen capture's / RTT camera off screen. (Pack a camera matrix into your own buffer instead and the offscreen render reconstructs against the wrong camera.) > Render-feature passes run in the main viewport render **and** in offscreen > captures / render-to-texture, each against its own camera. The `capture` tool's > `source = "position"` / `"entity"` therefore run the pass queue too; using > `@frame.camera` is what keeps those captures matching the live viewport. ### The environment A compute pass reads the scene's captured surroundings — the reflection-probe cube array, its sampler and the environment buffer (the probe blend data, then the irradiance light-probe volumes) — through three reserved inputs, bound to bindings of the shapes group(0) binds them in: ```yaml bindings: - { name: environment_map, kind: textureCubeArray } - { name: environment_sampler, kind: sampler } - { name: zero_environment, kind: buffer, access: read, element: ZeroEnvironment, array: false } ``` ```luau inputs = { environment_map = "@scene.environment", environment_sampler = "@scene.environmentSampler", zero_environment = "@scene.reflectionProbes", } ``` Named like that, `#include "zero::environment"` in the shader resolves the environment at a world point along a direction — `zpbr_sample_environment(world_pos, dir, lod)`, the probes whose radius reaches the point blended by rank and proximity, each through its proxy volume, and the sky under them — exactly as a material's environment term does, so a reflection a pass draws and one a material draws agree about the room they are in. The three bind at the scene phases; a post or UI phase carries none. A `textureCubeArray` binding takes `@scene.environment` alone, and a fragment pass has no slot of that shape. ## Pass kinds `enqueue` runs one of three kinds (the `kind` field; default `"fragment"`): - **`"fragment"`** — a full-screen shader over input textures. The program is a GPU **material** (or `shader`) the feature constructed; `inputs` bind live textures (`@scene.*` or RT guids), `output` is the target RT (omit = the phase's default scene target). Post-process, blur, edge effects. **Writing named G-buffer channels (`outputs`).** Instead of the single `output` RT, a fragment pass may declare an `outputs` array — one or more targets, each a named engine channel (`@scene.shaded` / `@scene.normal` / `@scene.emissive` / `@scene.color`) or an RT guid — each with its own blend mode: ```luau ctx.enqueue { kind = "fragment", shader = myShaderKey, outputs = { { target = "@scene.shaded", blend = "under" }, -- premultiplied dst-over-src { target = "@scene.emissive", blend = "additive" }, -- one fullscreen pass, two targets (MRT) }, phase = "afterOpaque", -- deferred: G-buffer filled, before the lighting composite } ``` Blend modes: `"replace"` (overwrite), `"alpha"` (source-over), `"additive"` (sum), `"under"` (premultiplied dst-over-src — accumulates coverage-weighted contributions). A `@scene.*` channel resolves only where it exists (the deferred G-buffer at a pre-composite phase); a pass whose targets are all unavailable at its phase is skipped (logged). `output` + `blend = true` remains the shorthand for a single alpha-blended target. The shader's returned colour is written to every target in the set. A fragment shader returns `vec4<f32>`, so the channels it can target are the float ones. `@scene.material` (and its earlier spelling `@scene.mr`) is `Rgba8Uint`, which binds as `uint` — naming it as an output is refused by name, with the channel's format and class in the log, and the rest of the frame draws. A fragment pass's `inputs` reads through the same fixed float slot, so naming `@scene.material` there is refused the same way; a compute pass reads that channel through a `sample: uint` slot instead. **What a pass with no `inputs` samples.** A fragment pass that declares no `inputs` reads `@scene.color` — the shape of an effect that filters the scene image. A pass that names `@scene.color` among its own `outputs` samples a 1x1 transparent texel instead, because the scene colour is that pass's render target and one texture is a colour attachment or a sampled resource in a render pass, never both. Declare `inputs = { src = "@scene.color" }` and write an RT to read the scene image and write somewhere else in one pass. - **`"compute"`** — a workgroup dispatch (`shader`, `storage`, `buffers`, `dispatch`; see "Compute passes"). - **`"geometry"`** — draw scene geometry with a constructed pipeline. The program is a **material** the feature built (`renderer.material.create`); the engine draws the scene's render-objects with that material's pipeline + uniforms. - **`"draw"`** — rasterize the feature's OWN geometry: `geometry` names a buffer created with `usage = { "vertex" }`, `storage.index` one created with `usage = { "index" }`, and `select` the one entity whose transform and material the draw lands through. `params[0]` is how many indices to submit — or name a buffer under `storage.indirect` (created with `usage = { "indirect" }`, holding a `DrawIndexedIndirectArgs` block: index count, instance count, first index, base vertex, first instance) and the count comes from the GPU instead, so a compute pass that compacts geometry pays only for what it kept and nothing waits on a read-back. `first_instance` must be 0; the engine resolves the entity's per-instance data another way, because a non-zero one needs a device feature WebGPU does not guarantee. - **`"splat"`** — rasterize a compute buffer of particle records as instanced camera-facing billboards into feature RTs (see "Splat passes"). ### Geometry passes A geometry pass re-draws the scene's meshes with a material you supply — the generic primitive for mesh-space effects (the engine names none of them): ```luau ctx.enqueue { kind = "geometry", material = myMaterial, -- the HANDLE renderer.material.create -- returned (or its registry-key string) geometry = "@geometry.opaque", -- which drawables: "@geometry.opaque" | -- "@geometry.transparent" | "@geometry.all" select = { entityA, entityC }, -- OPTIONAL: restrict to these entities -- (entity refs); omit = every matching mesh phase = "afterLighting", -- afterLighting = lit scene + valid depth } ``` `select` restricts the draw to the given entities — the per-instance signal that turns a whole-scene pass into a chosen-meshes effect. The **material** decides how those meshes are drawn; you control three things: - **Pipeline render-state.** `renderer.material.create` takes a `render` block — `cull` (`back`/`front`/`none`), `depthWrite` (bool), `blend` (`opaque`/`alpha`/`additive`) — so the pass can rasterize differently from the surface pass: ```luau local myMaterial = renderer.material.create({ shader = myShaderKey, -- a .shader you authored (identity, not guid) render = { cull = "none", depthWrite = false }, properties = { outline_color = { 1, 0.4, 0, 1 } }, -- seed the shader's uniforms }, "my_pass_mat") -- pass `myMaterial` (or "my_pass_mat") as the pass `material` ``` - **The shader.** A geometry `.shader` is a surface shader: author `fn vertex(v: VertexData) -> VertexData` to move vertices (object-local `v.position` / `v.normal`) and `fn fragment(input: FragmentData) -> vec4<f32>` for the colour. - **Its properties.** A shader reads ONLY the uniforms IT declares in `properties.yaml`, via `material.<yourProp>`. Referencing a field it didn't declare (e.g. a StandardMaterial `material.base_color`) fails to compile and the mesh renders **magenta** — declare the property or use a constant. What effect those three produce (outline, x-ray, wireframe, highlight, …) is yours to design — the engine just draws the selected geometry with your pipeline. ### Compute passes A compute pass dispatches a `.shader` compute program over a workgroup grid: ```luau ctx.enqueue { kind = "compute", shader = myComputeShaderKey, storage = { outTex = myStorageRtGuid }, -- slot -> storage-texture RT guid buffers = { particles = "my_particle_buf" },-- slot -> named compute buffer inputs = { camera = "@frame.camera" }, -- slot -> @frame.*/@scene.* buffer dispatch = { x = 64, y = 1, z = 1 }, } ``` **`dispatch` is optional.** Omit it and the pass is dispatched over what it WRITES: a grid covering its first `storage` texture, at the `@workgroup_size` the shader's entry point declares. With a screen-sized storage target that grid tracks the render target being drawn, so a screen-space effect covers the live viewport, an offscreen capture and an RTT camera without the feature knowing any of their resolutions: ```luau ctx.enqueue { kind = "compute", shader = myComputeShaderKey, inputs = { scene_color = "@scene.color", cam = "@frame.camera" }, storage = { outTex = myScreenSizedRt.guid }, -- screen = true phase = "afterLighting", } ``` State an explicit `dispatch` for a grid that is not one thread per output texel (a reduction, a particle sim), or when the shader's `@workgroup_size` is an override/const expression the engine cannot read. Each WGSL storage-buffer binding in the shader resolves its bound slot in this order: an explicit `buffers` mapping (the handle a buffer's owner holds, or a name), then `inputs` (`@frame.camera` / `@scene.lights` / `@scene.reflectionProbes`), then — when a slot has neither — a buffer whose engine-side name equals the slot's own name. `buffers` is the seam a pass binds through: the buffers a shader works over are the ones handed to it, whatever each is called. `storage` binds storage TEXTURES (RT guids) the same way, one map per resource kind. ### Splat passes A splat pass draws every record of an f32 buffer as a camera-facing billboard — the raster primitive behind screen-space particle surfaces (the `fluidSurface` system is built entirely on it): ```luau ctx.enqueue { kind = "splat", phase = "afterLighting", output = depthRt.guid, -- or `outputs` for the thickness+color MRT splat = { buffer = "my_particles", -- compute-buffer name stride = 12, -- floats per record posOffset = 0, -- float offset of the position count = 200000, -- records to draw radius = 0.3, -- world particle radius channel = "depth", -- "depth" | "thickness" | "sprite" | "gaussian" velOffset = 4, -- optional: velocity → screen-space stretch stretch = 0.04, -- seconds of motion elongating the billboard colorOffset = 8, -- optional (thickness): + per-particle RGB → MRT weightOffset = 7, -- optional (sprite): per-particle intensity minY = -60.0, -- records below this y collapse (parked/dead) maxRadiusPx = 120, -- optional: cap on the projected pixel radius }, } ``` The `"gaussian"` channel draws the engine's packed splat records — what `renderer.splat.components` decodes a `.spz` or `.ply` capture into — as elliptical-weighted-average Gaussians, and takes fields of its own: ```luau splat = { buffer = "cloud_records", stride = 6, -- the packed record is six u32 words posOffset = 0, count = 1200000, radius = 1.0, -- multiplies each splat's stored scale channel = "gaussian", orderBuffer = "cloud_order", -- back-to-front permutation; "over" needs one shBuffer = "cloud_sh", -- optional: quantized higher-order SH shStride = 24, -- u32 words of SH per record shDegree = 3, transform = model, -- object -> world, column-major, 16 floats prevTransform = prevModel, -- where `transform` stood last frame opacityScale = 1.0, } ``` `transform` places the cloud: each Gaussian's covariance is conjugated by its upper-left 3×3, so a non-uniform scale shears the cloud the way it shears a mesh. `prevTransform` plus a second entry in `outputs` makes the channel write an MRT pair — the colour into the first target, and the screen-space displacement each splat underwent between the two placements into the second, premultiplied by the same alpha the colour composites under. That second target therefore resolves to `(coverage-weighted mean displacement, coverage)`, which is what folds a moving cloud into `@scene.motion`. Naming one target, or leaving `prevTransform` out, renders the colour alone. The other three channels write different fragments: `"depth"` writes nearest-surface linear view depth (R32Float, hardware-depth-tested on the target's own depth buffer), `"thickness"` accumulates additive optical thickness (with `colorOffset` and a two-entry `outputs` list it also accumulates thickness-weighted color into the second target), and `"sprite"` accumulates a soft additive disc scaled by `weightOffset`. Every channel discards fragments behind opaque scene geometry by sampling the scene depth at the fragment's own NDC. `maxRadiusPx` scales down billboards whose projected major radius would exceed that many pixels, so particles crossing the near plane stay droplet-sized instead of filling the screen. Targets clear at the pass; `blend = true` on the spec loads them instead to accumulate over a prior splat pass. `renderer.feature.create(featureRef)` instantiates a feature and returns a live handle (`featureRef` may be an `AssetRef<renderFeature>` or its identity string). The handle appears under `/zero/runtime/generated_features/<guid>/`. Re-creating the SAME feature asset replaces the live one (hot-reload after editing `init.luau`) rather than stacking a duplicate. - `renderer.feature.list()` → `{ {guid, identity} }` for every live feature. - `renderer.feature.destroy(handleOrGuid)` (or `renderer.destroy(handle)`) tears one down — by handle OR by guid string, so you can stop a feature even after losing its handle (e.g. across separate `execute` calls). ## In the Inspector Selecting a render feature opens its **Feature** section: whether the feature runs in this session, an Enable or Disable action, and its settings as typed controls. While it runs, the controls hold its live values and an edit reconfigures the running feature (`renderer.feature.configure` checks it against the schema first). Those edits are session state: they change the running feature only, they are not undoable (Ctrl+Z never reaches them), and Disable or a restart ends them; the feature's declared defaults are what the next Enable starts from. While it does not run, the controls show the declared defaults, read-only, and a write reaching it then is refused. A feature enabled, disabled or reconfigured from a script shows in the section as it happens. A feature that declares no settings says so.
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# avatar A playable character, composed from three **independent** parts: - **body** — a `.bundle`: a skinned `.mesh` + bone entities (a character imported from a GLB/FBX). The look. - **controller** — the movement system. Default: the standard humanoid kit (`CharacterController` + `MovementState` + `Humanoid`). - **animation** — the system that animates the body. Default: the shared `Locomotion` blend space (reads the controller's velocity, plays retargeted clips). Or `ClipPlayer`. Or your own component. Movement and animation are **not** tied together — attaching the controller never pulls in `Locomotion`, and choosing your own `animation` keeps the standard controller. Authoring your own locomotion is a one-field swap (`animation = ...`). Because the standard clip set retargets onto **any** humanoid rig, the default locomotion drives any humanoid body with no per-body setup and no editing of any built-in content. ## Make an imported character playable ```luau -- After importing a rigged humanoid GLB, the importer leaves a `.bundle` -- (skinned mesh + bones). Survey for it, then wrap it in an avatar: local body = asset.resolve("my_character", "bundle") local hero = asset.create("avatar", "my_hero", { body = body }) ``` To make `hero` the body every connecting player spawns with, point the scene's `PlayerPrototype.body` at a body entity whose `Asset` source is `hero` (authored in the scene tree — see `man scene`). To drive the **local** player with it right now, instantiate it and bind the entity: ```luau local root = hero:instantiate() -- spawns the body + movement kit layers.active.players.localPlayer.avatar = root -- bind the live body ``` An avatar is **not** humanoid-only. The body can be anything — a humanoid, a vehicle, an unrigged plane with a custom controller and shader. The defaults adapt to the body: a **humanoid** body defaults to the shared humanoid Locomotion (the `synty` clip preset); a **non-humanoid / unrigged** body gets **no auto-animation** (you supply your own `controller` and `animation`). This is the non-humanoid detection — an arbitrary animated model is never auto-driven by humanoid locomotion — and it never blocks creating the avatar. ```luau -- Non-humanoid avatar (e.g. a custom-controlled body), fully generic: asset.create("avatar", "ship", { body = shipBundle, controller = { system = "ShipController" }, animation = false }) ``` ## Options `asset.create("avatar", name, opts)`: | opt | meaning | |-----|---------| | `body` (required) | the body `.bundle` ref | | `controller` | movement: `true`/nil = standard kit, `false` = none, or a component name / `{ system, data }` | | `animation` | a component name or `{ system, ... }` — **author your own locomotion here**; defaults to Locomotion | | `locomotion` | clip preset for the default Locomotion (default `"synty"`) | | `clip` | a single `.animation` ref — selects a one-clip `ClipPlayer` | | `looping` / `speed` / `sourceRig` | `ClipPlayer` tuning (with `clip`) | Author your own locomotion (keeps the standard movement): ```luau asset.create("avatar", "my_hero", { body = body, animation = { system = "MyLocomotion" } }) ``` `avatar.json`: ```json { "body": { "__ref": "<bundle guid>" }, "controller": true, "animation": { "system": "Locomotion", "preset": "synty" } } ``` The body's facing is read from its rig (the importer records a `forward` for each body — `{0,0,1}` for a +Z Synty/FBX body, `{0,0,-1}` for a -Z glTF body), so Locomotion turns the body to its movement direction regardless of how its source authored it. No per-avatar facing knob. ## Use ```luau local root = avatarRef:instantiate() -- spawn body + movement kit avatarRef:setCharacter(root, asset.resolve("knight", "bundle")) -- swap the body, keep the behaviour ``` `:instantiate()` spawns the body and attaches the movement system bound to it. `:setCharacter(root, body)` despawns the current body and spawns a new one in its place; the Locomotion kit on the avatar root re-resolves the new body's rig, so the look swaps while the behaviour is kept. ## In the Inspector Selecting an avatar opens its **Avatar** section, read from `avatar.json`: its label when it has one, how it moves (`controller`: the standard mover, none, or the system it names), what animates it, and whether it is humanoid. It links the body the avatar wears, or says the avatar spawns no visible body, and offers to open `avatar.json` in the Code panel.
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# crouch Lower the body while held.
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# interact Use whatever is in front of the player.
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# jump Leave the ground.
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# look Where the player is looking.
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# lookDrag Held while the mouse is meant to steer the camera.
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# move Which way the player is going.
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# pointerLock Releases the captured cursor so the pointer can leave the game.
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# sprint Move faster while held.
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# Zoom Pulls the camera in and pushes it out. | Device | Control | |---|---| | Keyboard + mouse | Scroll wheel | | Gamepad | Shoulder buttons — right pulls in, left pushes out | | Touch | Pinch | The control is counted in wheel notches, because that is the unit a player's scroll arrives in. A held shoulder is worth six notches a second and a pinch is worth one notch per fifty pixels, so a camera applying one `zoomSpeed` moves the same amount per gesture on every device.
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# inputMap assetType A control scheme, expressed as an asset. A `<name>.inputMap/` folder whose `init.luau` returns the map record, and whose **controls are the `<name>.inputBinding/` child folders beside it** — the same containment a `.toolbox` has with its `.tool` children. Containment records the reference, so a scene carrying its map carries every control it declares. ``` racer.inputMap/ init.luau -- what the map is, and how it composes boost.inputBinding/ init.luau steer.inputBinding/ init.luau ``` ```luau -- racer.inputMap/init.luau return { name = "racer", description = "Throttle, steering and boost.", -- The group these controls belong to, and the groups this map stands -- down while it is live. Declaring neither composes with everything. group = "vehicle", suppresses = { "player" }, } ``` Each control carries `kbm`, `gamepad` and `touch`; the `inputBinding` assetType covers the record shape. ## Reading it A controller activates the map it needs and subscribes to the controls it drives. Nothing is live until something asks for it. ```luau public = { inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls this component reads."), speed = Field.number(5, NoSync, "World units per second at full deflection."), jumps = Field.number(0, NoSync, "How many times the jump control was pressed."), } local controls function awake() controls = public.inputMap:activate() controls.move:onInput(function(v, dt, active) if not active then return end local p = public.entity.position local step = public.speed * dt public.entity.position = { p.x + v.x * step, p.y, p.z - v.y * step } end) controls.jump:onPressed(function() public.jumps += 1 end) end function onDestroy() public.inputMap:deactivate(controls) end ``` What `activate` returned is this holder's **claim** on the map. Keep it and hand it back: releasing the claim disconnects the subscriptions made through it, and the map stays live for whoever else holds it. A control the map does not declare reads as `nil`, so a typo raises at the subscribe call. A controller written against more than one map tests for an optional control first — `if controls.crouch then controls.crouch:onInput(...) end`. Several maps can be live at once, and the player's surface is the union of them. `group` / `suppresses` are how one map stands another down — a car takes the player over by naming the `player` group, and walking resumes the moment the car releases. `Zin.scheme.live()` reports each live map's `group`, `suppresses` and `suppressedBy`, and `heldBy` — who opened each activation still standing on it, so a control that goes quiet under a suppression leads to the activation doing it rather than to the map. ## Whose keys a map reads A key belongs to the surface it was pressed on. In the editor, where the scene shares the window with panels, the scene holds the keys pressed while it was the active input context — the last click landed on the viewport, or play just started. A key pressed after a click on a panel is the editor's, and a game's controls never see it. A map reads the scene's keys unless it declares otherwise: ```luau return { label = "Editor", group = "editor", surface = "editor", -- every key no focused widget took } ``` `surface = "editor"` is for controls that belong to the editor around the scene — its hotkeys, its viewport camera — and answer wherever the author last clicked. Pads and touch belong to no panel and read the same on either surface. `Zin.scheme.live()` reports each map's `surface`. ## Ref methods - `:activate(label?)` — load every `<name>.inputBinding/` child, validate them, add them to the live binding set, and return the handles keyed by control name. Every fault across every child is reported in one error. Activating a map already live adds a holder, so two components sharing one map read one set of controls — each through its own handles, which are the claim it releases by. Every activation reads the children again, so a binding added, edited or removed since the map came up reaches the running set here and reaches the holders already standing on it. `label` names this activation in `Zin.scheme.live()`. - `:deactivate(claim)` — release one holder's claim, disconnecting every subscription that claim made. The map stays live while another holder remains; the last one out takes the controls out of the live set. Name no claim and the caller's own most recent one goes. - `:controls()` — `{ name, label, kind, classes, problems }` per child, read without activating anything, so an authoring tool can show a map's whole surface and everything wrong with it before it goes live. - `:record()` — the raw record its `init.luau` returns. - `:effective()` — the materialized effective map, without activating it. - `:bindingsFor(name, class)` — the bindings a named entry has for one device class in this map's effective form. ## Writing one The `inputAuthor` toolbox writes a map and its controls together, filling in canonical defaults for a control whose name it recognises: ```luau tools.use("inputAuthor", "map", "racer", { "throttle", "steer", "boost" }, { group = "vehicle", suppresses = { "player" } }) tools.use("inputAuthor", "check", "/zero/source/inputMaps/racer.inputMap") ``` `asset.create("inputMap", name, { record = ... })` bakes a record into both shapes a map is read in — `init.luau` beside one `<name>.inputBinding/` child per entry, each carrying all three device classes, a class the record had nothing for written as `false` with the reason beside it. That is the hook `Zin.map.bake(name)` drives to turn the active effective map into an editable asset. The engine's built-in schemes live at `@builtin::inputMaps.default`, `.editor`, `.editorMeta`, `.vehicle` and `.flight`. ## In the Inspector Controls: whether this map is the one taking input now, how many controls it declares, and each control's name, label, kind, device classes and problem count.
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# mesh A mesh is renderable geometry — vertices and triangle indices, and, for a skinned mesh, the per-vertex skinning data that binds it to a skeleton. A component that draws geometry references a mesh, and the renderer binds the mesh's GPU resource for that entity. > New to how a mesh exists as an asset, as CPU-side vertex data, and as a live > GPU resource (and how `renderer.mesh.*` moves between them)? Read > `core/resource-model` first. Geometry is stored in `data.zmsh`; the GPU resource is keyed by the asset's guid. ## Create `asset.create("mesh", name, opts)` writes the geometry and registers the mesh. `opts` is raw geometry — flat arrays; `positions` and `indices` are required, `normals` and `uvs` optional: ```luau asset.create("mesh", "tri", { positions = { 0,0,0, 1,0,0, 0,1,0 }, -- [x,y,z, ...] (required) indices = { 0, 1, 2 }, -- [i0,i1,i2, ...] (required, 0-based) normals = { 0,0,1, 0,0,1, 0,0,1 }, -- [x,y,z, ...] (optional) uvs = { 0,0, 1,0, 0,1 }, -- [u,v, ...] (optional) }) ``` The full authorable geometry, all flat arrays unless noted: | Field | Shape | Notes | |---|---|---| | `positions` | `[x,y,z, ...]` | required | | `indices` | `[i0,i1,i2, ...]` | required; 0-based, counter-clockwise for the front face (see Conventions) | | `normals` | `[x,y,z, ...]` | optional; the surface's outward direction | | `uvs` | `[u,v, ...]` | texture UVs, optional; `(0,0)` is the image's top-left | | `colors` | `[r,g,b,a, ...]` | optional | | `tangents` | `[x,y,z,w, ...]` | optional (`w` = handedness) | | `uvs1` | `[u,v, ...]` | the lightmap UV set, optional | | `unwrapUvs` | boolean | generate `uvs1` when it is absent | | `skinning` | `{ joints, weights }` | per-vertex skin binding (four each per vertex) | | `skins` | array of skin tables | the skeleton (see `renderer.mesh.decode` for the shape) | | `morphTargets` | array of `{ name?, positions, normals? }` | the shapes the mesh blends towards, each a per-vertex displacement | `encode` / `decode` round-trip every one of these, so a **skinned** mesh can be built in engine, not only imported. Pass `unwrapUvs = true` to generate a lightmap UV set at creation time. ## Conventions Geometry is read against these whether it arrived through `asset.create`, `renderer.mesh.create`, or an importer. | Convention | How the engine reads the geometry | |---|---| | Index base | `indices` count vertices from **0** — index `0` is the first `positions` triple. The Luau array carrying them is 1-based like any other, so `indices[1]` is the first triangle's first index, and vertex `v` has its x at `positions[v * 3 + 1]`. | | Triangle winding | A triangle's **front** face is the one whose three vertices turn **counter-clockwise** as the viewer sees them. Put another way, `cross(v1 - v0, v2 - v0)` points out of the front face. | | Back faces | A material culls its back faces by default, so a triangle turned away from the camera draws nothing where it stands and whatever is behind it shows through. | | Normals | `normals` give the surface its outward direction and shade the face. Which side of a triangle draws comes from the index order alone, so a normal pointing away from the side the winding draws leaves that face standing and shades it as if the light were behind it. | | UVs | `(0, 0)` samples the first texel of an image — its top-left corner — and `v` grows downward through it. | | Axes | Model space carries the world's basis: `+X` right, `+Y` up, and `-Z` the direction an entity's `transform.forward` points. | Winding is what the author states: the inward faces of a room and a sky shell seen from inside are geometry meant to be wound the other way, and `asset.create` writes the index order it is handed. Two levers turn a face around: ```luau indices = { 0, 2, 1 } -- the same three vertices, reversed asset.create("material", "two_sided", { -- or keep the order and draw both sides shader = "@builtin::shaders.pbr", render = { cull = "none" }, }) ``` `cull = "front"` draws the far side by itself, which is what an inverted-hull outline is built on, and `"back"` is the default. `.shader` documents the whole `render` block a material's `mat.yaml` carries. A mesh states which way its own triangles face, so the question is answerable off the geometry — every triangle whose cross product agrees with the normal it carries is wound to draw the side that normal points at: ```luau local cpu = meshRef:load() local g = cpu:geometry() local function facesOutward(t: number): boolean -- t counts triangles from 0 local i = { g.indices[t * 3 + 1], g.indices[t * 3 + 2], g.indices[t * 3 + 3] } local function p(k: number, c: number): number return g.positions[i[k] * 3 + c] end local ax, ay, az = p(2,1) - p(1,1), p(2,2) - p(1,2), p(2,3) - p(1,3) local bx, by, bz = p(3,1) - p(1,1), p(3,2) - p(1,2), p(3,3) - p(1,3) local cx, cy, cz = ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx local n = i[1] * 3 return cx * g.normals[n+1] + cy * g.normals[n+2] + cz * g.normals[n+3] > 0 end local inward = 0 for t = 0, #g.indices // 3 - 1 do if not facesOutward(t) then inward += 1 end end cpu:unload() ``` ## Built-in primitive meshes The engine ships blockout geometry every world references by bare name (`{ model = "cube" }`). Each one is centred on its local origin, so an entity's `scale` reads directly as the size the mesh covers in the world: | Mesh | Extent (x, y, z) | Local AABB | |---|---|---| | `cube` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `sphere` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `cylinder` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `cone` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `octahedron` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `rounded_box` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `capsule` | 0.5 x 1 x 0.5 | `-0.25, -0.5, -0.25` .. `0.25, 0.5, 0.25` | | `torus` | 1 x 0.3 x 1 | `-0.5, -0.15, -0.5` .. `0.5, 0.15, 0.5` | | `plane` | 1 x 0 x 1 | `-0.5, 0, -0.5` .. `0.5, 0, 0.5` | | `ground_quad` | 1 x 0.1 x 1 | `-0.5, -0.05, -0.5` .. `0.5, 0.05, 0.5` | | `ground_hex` | 1.732 x 0.1 x 2 | `-0.866, -0.05, -1` .. `0.866, 0.05, 1` | | `shader_ball` | 0.933 x 1 x 0.933 | `-0.467, -0.5, -0.467` .. `0.467, 0.5, 0.467` | `plane` is a flat quad in the XZ plane, so it has no vertical extent at all and scaling it on Y moves nothing. `meshRef:load():getBounds()` reads the same numbers back off any mesh, built-in or authored. ## Put a mesh on an entity A component draws a mesh through a `resource("mesh")` field, which accepts the mesh **by name, by ref, or as a `MeshHandle`** — the component resolves whatever you give it. The builtin `Model` and `SkinnedModel` both expose a `model` field: ```luau entity.find("box").component.add("Model", { model = "tri" }) -- by name entity.find("box").component.add("Model", { model = asset.ref("tri") }) -- by ref entity.find("box").component.add("Model", { model = meshHandle }) -- a MeshHandle (below) ``` ## Runtime mesh — no asset Build geometry straight onto the GPU and render it without creating an asset. The `resource("mesh")` field takes the returned `MeshHandle` directly: ```luau local h = renderer.mesh.create({ positions = {0,0,0, 1,0,0, 0,1,0}, indices = {0,1,2} }) entity.find("box").component.add("Model", { model = h }) ``` Its geometry reads back off the handle. `renderer.mesh.geometry(mesh)` returns the same flat-array `MeshGeometry` `create` takes, carrying every stream the mesh has — so a runtime mesh can be inspected, edited, and rebuilt without ever becoming an asset: ```luau local geom = renderer.mesh.geometry(h) -- { positions, indices, tangents?, ... } geom.positions[1] = 0.5 local h2 = renderer.mesh.create(geom) ``` An optional stream is present only when the mesh carries one, so `geom.tangents` answers whether the mesh has a tangent basis and `geom.uvs1` whether it has a second UV set. ## Read geometry — `meshRef:load()` `:load()` decodes `data.zmsh` into the CPU store and returns a CPU handle carrying `vertexCount` / `indexCount`: | Method | Returns | |---|---| | `cpu:getVertices()` | array of `{ pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }`, one per vertex | | `cpu:getTriangles()` | array of `{ v1, v2, v3 }`, each a full vertex (the shape above) | | `cpu:getBounds()` | `{ min = {x,y,z}, max = {x,y,z} }` — the local-space AABB | | `cpu:geometry()` | the complete `MeshGeometry` — flat arrays, every stream the mesh carries | | `cpu:encode()` | the `data.zmsh` bytes | | `cpu:unload()` | drop this guid's CPU copy | ```luau local cpu = meshRef:load() local v = cpu:getVertices()[1] -- { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} } local aabb = cpu:getBounds() cpu:unload() ``` By default the CPU copy is transient (decode → read → `unload`). Set `keepCpu` to keep it resident — see Settings. ## Write geometry back — `meshRef.primary` The inverse of reading: encode a `MeshGeometry` and write it to the asset's primary content file. The assetType picks the write up and re-uploads the live GPU mesh, so the change shows without a reload: ```luau local geom = renderer.mesh.geometry(meshRef) geom.tangents = computeTangents(geom) -- add a stream it did not carry vfs.write(meshRef.primary, renderer.mesh.encode(geom), { overwrite = true }) ``` `meshRef.primary` is the asset's `data.zmsh` path. This is the route for a stream with no setting of its own; `keepCpu` + `meshRef:setVertices` moves positions in place, and `lightmapUvs` regenerates the second UV set (both below). ## GPU handle — `meshRef:handle()` `:handle()` uploads the geometry (Disk → CPU → GPU) and returns a `MeshHandle`, cached on the asset so every consumer shares ONE GPU entry. A component does this for you when you pass it the mesh; call it directly only for the runtime/low-level path. ## Settings — `meshRef:settings()` / `meshRef:setSettings(patch)` A mesh's settings are declared in `settings.luau` and live in `settings.yaml` (or, for content published before it existed, a legacy `.metadata` block). `:settings()` returns them with every declared default filled in. `:setSettings(patch)` writes any subset — sibling settings are preserved, and a patch that fails the schema is refused, naming the field and why. | Setting | Type | Default | Meaning | |---|---|---|---| | `keepCpu` | boolean | `false` | Keep the CPU geometry copy resident — for an in-use mesh — so geometry can be read repeatedly without re-loading. | | `lightmapUvs` | string | `"keep"` | The mesh's second (lightmap) UV set. `"keep"` leaves the stored geometry's set as-is; `"generate"` unwraps a fresh non-overlapping set; `"none"` strips it. See below. | | `clusterLod` | boolean | `true` | How deep the cluster set is built. Every static mesh draws through clusters, from the frame it materialises (its `lod0` set) until its bake lands. `true` (default) builds the LOD hierarchy; `false` builds one level, drawn at full detail. | ```luau local s = meshRef:settings() -- { keepCpu = false } meshRef:setSettings({ keepCpu = true }) ``` `keepCpu` is an active lifecycle control, and only ever holds geometry for a mesh that is **in use** (GPU-resident): - Setting it **on** while the mesh is in use loads the CPU copy immediately. - Setting it **on** for a mesh that is **not** in use loads nothing — the copy is retained the next time the mesh is materialised, so an unused mesh is never pinned in memory. - Setting it **off** drops a resident CPU copy (the renderer keeps drawing from the GPU). `clusterLod` is the same kind of lifecycle control, for the depth of the cluster set rather than the CPU copy: - Setting it **off** on a mesh in use rebakes it as one level of clusters (`single`), drawn at full detail. - Setting it **on** on a mesh in use rebakes the LOD hierarchy (`dag`). - A mesh that is not in use bakes at the depth the setting asks for when it next materialises. Acting on either setting for a mesh in use can read the mesh's stored geometry, and where the geometry is fetched on first read that read spans frames. `meshRef:settingsPending()` answers whether one is still in flight; once it answers `false`, every settings change made so far has reached the mesh. ### Second UV set (`lightmapUvs`) A mesh can carry a **second**, independent UV set (`uv1`) alongside its texture UVs (`uv`) — a distinct per-vertex channel, non-overlapping where the texture UVs tile and reuse charts. `lightmapUvs` controls whether the stored geometry keeps one, generates one, or drops it: | Value | Effect | |---|---| | `"keep"` | Leave the stored geometry's `uv1` as-is (the default). | | `"generate"` | Unwrap a fresh non-overlapping `uv1` (near-planar charts packed into `[0,1]` with gutters). | | `"none"` | Strip the `uv1` set. | ```luau meshRef:setSettings({ lightmapUvs = "generate" }) ``` Changing the setting reprocesses the asset's geometry in **edit** mode; a change in play mode never rewrites the source. The reprocess round-trips the geometry through the codec, so positions, normals, tangents, skinning, and the skeleton are preserved — only the `uv1` set changes. A runtime mesh carries `uv1` the same way: pass `uvs1` (or `unwrapUvs = true`) to `renderer.mesh.create`. ## Read vertices — `meshRef:getVertices()` With `keepCpu` on for an in-use mesh, read its vertices straight from the resident CPU copy: ```luau meshRef:setSettings({ keepCpu = true }) -- on an in-use mesh local verts = meshRef:getVertices() -- { { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }, ... } ``` If the CPU copy isn't resident — `keepCpu` is off, or the mesh isn't in use — it errors loudly, naming the reason and the remedy, rather than silently loading a throwaway copy: ``` mesh:getVertices: cannot read vertices — keepCpu is off, so no CPU copy is kept. Turn on CPU retention for an in-use mesh first: meshRef:setSettings({ keepCpu = true }). ``` ## Morph targets — `meshRef:morphTargets()` A mesh can carry morph targets: shapes it blends towards, each a per-vertex displacement from the base geometry. Every target carries the name it was authored under, and an imported model keeps the one its source file gave its blend shapes, so content addresses a shape as the thing it means rather than as the ordinal it happened to import at. ```luau for i, name in meshRef:morphTargets() do print(i, name) end -- 1 Eyes_Blink ``` An entity blends them with `ecs.MorphWeights`, weight `i` driving target `i`. `renderer.mesh.morphWeights(mesh, { Eyes_Blink = 1 })` builds that ordered array from weights named by shape — shapes left out sit at 0, and an unknown name errors listing the ones the mesh carries. ## Discovery | Call | Shows | |---|---| | `asset.list("mesh")` | every registered mesh | | `asset.inspect("<name>")` | a text report about the mesh (metadata, source, status) | | `meshRef:settings()` | the resolved settings | | `meshRef:settingsPending()` | whether a settings change is still reading the stored geometry | | `meshRef:morphTargets()` | the shapes it blends towards, named, in target order | For the on-disk shape of a mesh asset, run `asset.inspect("<name>")` or read the type's `type.yaml` — those are the live source of truth. ## Related - `renderer.mesh.*` — the GPU/CPU resource layer (`create` a runtime GPU mesh, `encode`/`decode` the `ZMSH` payload, `readback` GPU → CPU). `:load`/`:handle` wrap it; see `man renderer`. - `.material` + `.shader` — what shades the geometry. - `.bundle` — container assets that carry `.mesh` interiors. ## In the Inspector Selecting a mesh opens its **Geometry** section, after the asset's identity and before its Settings. It reports what `data.zmsh` holds, decoded once per payload version: vertices, triangles, the bounds and their size, the vertex streams beyond positions (normals, uvs, uvs1, colors, tangents, skinning), and, when the mesh has them, its skin joints and morph targets. While the renderer holds the mesh's cluster hierarchy, the section also reports its cluster and level counts. A payload is one index stream, so the section names no submeshes. A mesh folder with no `data.zmsh` says so.
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# modules.api.engine.dirty_hot_reload Picks up dirty-overlay changes from disk while a scene is loaded in edit mode, applies them to the live entities, and keeps the in-memory representation in lockstep with `scene_dirty/` files. Pairs with `scene_saver` (writes deltas) + `scene_loader` (composes canonical + overlay at load time). ## Parents A record's `parent` names the entity it stands under: the entity whose id is that text, else the entity whose display name is exactly that text. A `*` or `?` in it is a character of the name, never a pattern. A record whose parent no entity provides waits. An entity that does not stand yet is not built, one that already stands keeps its state, the layer logs the record once, and `debugState(guid).waiting` maps its id to the parent it names. While a record waits, the scene saver leaves it as it stands rather than writing a standing entity's older state over it, until an author edits that entity, which the saver then records as it stands. When a record builds an entity, the records waiting on that entity's id or display name are built under it, so a child record that arrives before its parent's record lands where a load of both places it. Each waiting record is built as its overlay file states it at that moment, so a record rewritten while it waited, including by this session's own saver, builds from its current bytes. A load gives the same account of a record whose parent stays missing: the loader abandons it with `parentMissing`.
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# playerSetupValidation Agent-facing validation for authored player setups. A player-spawn scene is built from PlayerSpawn entities (each naming a PlayerPrototype subtree to instantiate on join) and PlayerPrototype roots (marked PrototypeOnly, carrying a Camera in their subtree and a `body` field naming the entity to adopt). `checkEntity` inspects one such entity and returns human-readable messages that name what is wrong and what to do about it; `checkScene` validates the scene's player intent against its PlayerSpawn / Camera counts; `checkActiveScene` runs both across the live active-layer scene and returns a flat `{ entity, message }` list — the queryable surface an agent reads to see what to fix. `checkActiveScene` answers for the settled scene: it holds while a scene load or a mode-flip transition is rebuilding the live tree, then judges what the rebuild lands on. Each PlayerSpawn's prototype resolves wherever the materialisation holds it — the live entity in edit, and in play, where the loader keeps authored prototype subtrees out of the scene, the captured authored template each joining player is cloned from — so the same rules run over the same authored structure in both modes, and a prototype removed from a scene that materialises prototypes reads as the missing reference it is. Location: `src/lua/lib/modules/api/engine/playerSetupValidation.module`
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# scene_build Turns builder code into scene records, and scene records into scene entities. `run(builder)` opens an entity capture scope, calls `builder`, and composes every entity it created into records — then despawns them. The builder writes ordinary spawn code; what comes back is data. A builder that raises leaves nothing behind. What a component the builder attached creates while running its own lifecycle belongs to that component: the record names the COMPONENT, and the same lifecycle runs again wherever the record is put back. That is what makes a nested build one build — a placement the builder makes runs its own module and owns what it lands, and the build around it describes the placement. `reconcile(records, target, owner)` applies records to the scene under `target`, writing `owner` and the record's place in the hierarchy onto each entity it places as the `buildOwner` / `buildKey` attributes. A rebuild reads that pair back off the entities under `target` and lands on the same ones, so nothing has to be remembered between two rebuilds — the pair is in the scene, and a reload brings it back with the entity. It returns the ids it landed on, keyed by record identity. A record is identified by its place in the hierarchy — the chain of names from the build root down to it, `base/coin_3` — so dropping a line from the middle of a builder, inserting one, or emitting two entities in the other order leaves every other entity's id where it was. Children of one parent that share a name carry their rank among those, `base/crate#2`, counted in the order the builder created them. Together these are the bake: code in, durable static-id scene content out. ## Who states an entity An entity names the build that placed it, so `ownerOf(id)` answers which build owns it — and answers nil for an entity an author spawned. `sourceOf(owner)` names the file that build is written in, from the `source` the reconcile running it passed. That pair is what makes ownership legible where an author meets it. A build states its entities in full every time it runs, so a value set on one of them holds until the next run. `notePreview(id, values)` records what the entity carries after such a change and `takePreview(id)` reads it back exactly once — in the run that states the entity again, which is where what the author set and what the build says can be named side by side.
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# `scene.shared.loader` Luau-side scene loader. Reads `scene.json` v6, dispatches to engine FFIs, runs the sibling `entrypoint.luau`. ## Public surface ```lua local loader = require("@builtin::assetTypes.scene.shared.loader") loader.load(ref, opts?) -- ref: AssetRef<scene> | identity string | VFS path -- opts.layer: layer name (default "main") -- Returns: the Scene proxy (with player_config + camera_config attached). loader.unload(layerName) -- Wrapper around layers.unload(name); symmetric to M.load. -- Cannot unload "main". ``` ## Behavior 1. Resolve `ref` to a VFS path; append `/scene.json` if needed. 2. `vfs.read` + `Json.decode` (from `modules.json`) → body table. 3. Version check — refuse anything but `version: 6`. 4. Attach `body.player` + `body.camera` to the Scene proxy as `player_config` / `camera_config` (consumed by player_spawner + camera_spawner). 5. Activate the target layer via `layers.find(layerName)` (the loader threads the layer through `entity.spawn` opts), spawn `body.entities` in two passes (shells + transforms first, parents + components second), then restore the previous active layer. 6. Apply `body.lighting` via `lights.setup` + `lights.addPointLight`. Field name mapping: `directional` → `sun`, `clear_color` → `clearColor` (both engine API names and v6 field names are accepted). 7. Auto-discover sibling `entrypoint.luau` via `vfs.exists`; if present, compile with `loadstring` + run. ## Performance ~5 ms for a 1000-entity scene (≈5k FFI calls × ~1 µs each). Acceptable for a load-time operation. If a particular call class becomes hot, batch primitives can be added in a narrow follow-up. ## Why pure Luau Per § 10 of the unification integration design, the scene format is data + dispatch — no Rust-only primitives needed. The existing ECS FFI (`entity.spawn`, `entity(id).component.add`, etc.) covers everything. Keeping the loader in Luau means iteration speed, auditability, and hot-reload. ## FFI corrections vs. the original plan The plan was drafted against assumed API names. The actual engine FFIs differ: | Plan assumed | Actual engine API | |---|---| | `json.parse(s)` | `require("..json").decode(s)` (`modules.json`) | | `json.encode(t)` | `require("..json").encode(t)` | | `entity.spawn(n, { layer }).id` | layer activation via `layers.find(layer)` + `entity.spawn(n, opts).id` | | `entity.setParent(id, pid)` | `entity(id).setParent(pid)` | | `unloadLayer(name)` | `layers.unload(name)` | | `lights.setup({ directional })` | `lights.setup({ sun })` | | `lights.setup({ clear_color })` | `lights.setup({ clearColor })` | | `lights.addPointLight(table)` | `lights.addPointLight(name, x, y, z, opts)` | The loader accepts both the v6 field names and the engine API names for the lighting fields so that round-tripping through the scene saver and back works without a conversion step.
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# scene_observe The record of what a scene load did, and what each loaded scene costs. Backs `layers.observe`, `layers.lastLoad`, `layers.lastUnload`, `layers.loadHistory`, `layers.problems`, `layers.whyPartial`, `layers.inventory`, `layers.cost` and `layers.resetCostWindow`, and the `scene` toolbox's `observe`, `whyPartial` and `cost` above them. `layers` and `scene_loader` are its writers. ## One record per load A load opens a record; the loader, the lifecycle dispatchers and the scene's own build write their failures and phase timings into it; the load's own completion point closes it with the duration the engine already measured for its `DONE` line. Reading is lazy — nothing here walks the world, and the only writer that runs every frame is `noteUpdate`, which the entrypoint tick calls once per scene that declares one. ```lua local r = layers.lastLoad() print(r.name, r.outcome, r.durationMs) print(r.entities.added, "arrived,", r.entities.removed, "left") print(r.phases.teardown, r.phases.instantiate, r.phases.settle) ``` `outcome` is `"ok"` when everything the scene declared was produced, `"partial"` when the load finished with failures in it, `"failed"` when the load raised and left no layer, and `"unchanged"` when the scene asked for was already the active root — that load rebuilt nothing, so the layer keeps the record of the load that built it and still answers why it is not whole. `reason` names the nearest cause from the closed set — `loaderRaised`, `entrypointCompileFailed`, `entrypointBodyRaised`, `entrypointRaised`, `buildRaised`, `entityFailed`, `parentMissing`, `parentRefused`, `parentAbandoned`, `componentUnresolved`, `componentRefused`, `subscriberRaised`, `updateRaised` — ranked so it names the thing to fix rather than the last thing to break. ## Failures reach the layer they belong to Every write of a failure calls the subscriber `layers` registers through `M.onFailure`, which republishes the record onto that layer's proxy: `ok` false, `failures` the records, and `"partial"` in place of `"ready"` once the layer has settled. A tick that starts raising on frame 400 moves the layer the same way one raised during the load does. A failure identical to one already held raises that one's `count`, so a tick raising every frame keeps one record. `FAILURE_LIMIT` bounds the distinct records a report holds, and `failuresOmitted` states how many arrived past it. ## Cost `noteUpdate` accumulates each layer's entrypoint tick into a per-guid entry — calls, total, last, max, average and how many raised — summed across the window `M.window()` reports. `M.resetWindow()` opens a new one, leaving the load history alone. An unload drops the layer's entry.
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# `scene.shared.saver` Luau-side scene saver. Writes `scene.json` v6 — **authored intent only**. No captured runtime state. ## Public surface ```lua local saver = require("@builtin::assetTypes.scene.shared.saver") saver.save(name, opts?) -- name: logical scene name ("main") OR full VFS path -- opts.layer: layer name to read from (default layers.active.name or "main") -- Returns: the absolute VFS path written. ``` ## What is captured | Field | Source | Notes | |---|---|---| | `format`, `version` | constants | Always `"scene"` + `6`. | | `entities` | `entity.findAll()` walk | Excludes `temporary` entities + the spawner-managed Player + primary Camera. | | `entities[].transform` | local position / rotation / scale | NOT world transform — local only. | | `entities[].components` | component.list + component.get | Strips `_`-prefixed runtime fields. | | `entities[].attributes` | `attribute.list` + `attribute.get` | The entity's key/value bag, written as a `{ [key] = value }` map; omitted for an entity that holds none. Holds the authored keys — a `_`-prefixed key is the engine's own session bookkeeping. | | `lighting` | `lights.snapshot()`, filtered | Scene-level `clear_color` + `sky` only. Directional / ambient / point lights persist as `Light` entities in `entities[]`. | | `player` | `sceneProxy.player_config` | Carried forward from load-time, authored only. | | `camera` | `sceneProxy.camera_config` | Carried forward from load-time, authored only. | ## What is NOT captured - Local player's position / rotation. Runtime drift; not authored intent. - Primary camera's transform. Runtime; behavior-driven. - Any entity flagged `temporary = true`. Debug helpers, runtime markers. - Internal component fields prefixed with `_` (e.g. `_velocity` on CharacterController). The spawner-managed entities (Player + primary Camera) are excluded because they're created on load by player_spawner / camera_spawner from the scene's declarative `player` + `camera` blocks. Saving them would double them on the next load. ## When to use `layers.active:save(name)` (Phase 6) routes through this module. Callers that want a state snapshot (save-game systems, undo stacks) should use `world.debugSaveToDisk(...)` instead — that captures runtime state by design.
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# @builtin::assetTypes.scene.shared.swapOrchestrator Owns the user-scope orchestration for scene swaps: leaves the prior scene's multiplayer room, gates concurrent loads via the `__scene_load.begin/finish` token, drives `scene_loader.M.load` for the new scene, and joins the new scene's room. Keeps the swap atomic from a multiplayer-sync standpoint (room transition + entity churn happen inside a single barrier).
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# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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# Physics Adds rigid body dynamics to an entity. Body kind is `"dynamic"` (affected by forces), `"static"` (immovable), or `"kinematic"` (moved by script, affects other bodies). Public fields: `kind`, `gravityScale`, `mass`, `linearDamping`, `angularDamping`, `ccd`, `interpolation`, `lockRotationX/Y/Z`, `lockTranslationX/Y/Z`. `ccd` (continuous collision detection) sweeps the body along its motion so it cannot pass through thin geometry between two steps. It is off by default: the sweep runs on every body that travels further than its own thickness in one step — most of a collapsing structure or a debris burst — and it dominates the physics budget when a scene has many such bodies. Turn it on for the individual bodies that would visibly tunnel: bullets, thrown props, a wrecking ball. ```luau entity(id).component.add("Physics", { kind = "dynamic", ccd = true }) ``` `mass` is the body's total mass in kilograms. At its default of 0 the mass comes from the collider volume at 1 kg per cubic metre, so a bigger collider makes a heavier body; a value greater than zero sets the total mass exactly. Methods: `:applyForce(x, y, z)`, `:applyImpulse(x, y, z)`, `:applyTorque(x, y, z)`, `:setVelocity(x, y, z)`, `:addVelocity(dx, dy, dz)`. ```luau entity(id).component.add("Physics", { kind = "dynamic" }) entity(id).component.get("Physics"):applyImpulse(5, 0, 0) ```
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# Lit Checkerboard A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced. ## Inputs - `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette. - `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light. - `floats.roughness` (`0.7`) — mostly diffuse surface. - `render.instancing` (`true`) — supports instanced draws.
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# lamp_post (bundle) A lamp post: a slim post, a lit head sitting on top of it, and the point light it casts. Four entities under one root — `post`, `head` and `glow` — built from builtin meshes and materials, so the bundle carries no geometry of its own. Its foot sits at `y = 0` and it stands 2.53 units tall, so placing it at a position on the ground puts it on the ground. ```lua asset.resolve("@builtin::bundles.lamp_post", "bundle"):instantiate(nil, { position = { 4, 0, 2 }, rotation = { 0, 30, 0 }, scale = 1.2, }) ``` ## What it is for It is the prop a starting scene places to show what placing an asset does: one call brings a whole hierarchy in as the scene's own entities, and the `Light` riding along shows that a bundle carries behaviour and not only shape. Reach for it whenever a scene needs a light source that reads as an object rather than as a floating value.
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# Plastic Red A glossy red plastic — a non-metallic PBR surface with a saturated red base colour (`0.8, 0.1, 0.1`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`. ## Inputs - `colors.base_color` (`0.8, 0.1, 0.1`) — the red plastic tint. - `floats.roughness` (`0.5`) — soft, semi-glossy highlight. - `floats.metallic` (`0.0`) — dielectric (non-metal) response. - `floats.emissive` (`0.0`) — no self-illumination.
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# UI Templates — main scene The startup scene for the **UI Templates** world. `scene.json` materializes a ground plane, ambient + directional lighting with a procedural sky, and the standard multiplayer player setup (a `PlayerPrototype` with body + `CameraRig` under `PlayerSetups`, and a `PlayerSpawn` under `Spawns`). `entrypoint.luau` holds the lifecycle callbacks (all commented out by default). This world collects reusable, ready-to-read **UI screen templates** authored against the `ui.*` CSS-parity surface. Each template is a self-contained script under `/source/ui/` that registers and shows an `ui` screen. Current templates: - `ui/p5_menu.luau` — a Persona 5 main-menu lockup: a font-family list resolving the bundled **Arial Black** face for the blocky title, clip-path polygons for the torn wedge / octagon badges / row tears, CSS transforms, `-webkit-text-stroke`, text-shadow, and a repeating-linear-gradient halftone field. Run it with `execute { file = "/source/ui/p5_menu.luau" }` to display the screen.
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# Tessellation Showcase Every surface in this scene starts as a **flat two-triangle plane**. The `Tessellation` component subdivides each triangle into thousands of GPU micro-triangles and displaces them along their normals from a **height map**, turning flat geometry into rich relief — no authored high-poly meshes. The entrypoint drives the same component with four procedural height maps: | Piece | Height source | What it shows | | --- | --- | --- | | Rocky mountains | 5-octave value-noise fBm | Natural terrain from a flat plane | | Sand dunes | Low-frequency swells | Smooth rolling forms | | Ocean swell | Crossed sine waves | Repeating wave crests | | Before / after | Bold ridge grid | Same box, flat vs. tessellated | ## What it demonstrates `Tessellation` sits next to a `Model` + `Material`. It reads the entity's current mesh, subdivides each triangle into `4^level` micro-triangles, and displaces them from the material's displacement map — the entity's PBR material renders the result. A single flat box + a height map becomes a detailed surface entirely on the GPU. ## Running Load the scene and enter play mode. The height maps are generated procedurally on load, so the showcase is fully self-contained.
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# 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 · systems/reflections.package/demo/polished_floor.scene

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