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asset⌬ modulemoduleprimary: init.luau·originates fromworld 07158574-5…

asset

Public Luau surface over the `__asset` Internal FFI namespace — asset resolver, ref envelope builder, sidecar metadata.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

asset Module

Public Luau surface over the __asset Internal FFI namespace — asset resolver, ref envelope builder, sidecar metadata.

Purpose

Wrap the raw __asset.* FFI namespace in a typed Luau table that gets auto-injected as _G.asset via the prelude. Three families:

  • Lookup — resolve, ref, typeRef, inspect, source, identity, guid, meta, deps. Every op accepts any name an asset has (handle, guid, identity, path, bare name) and returns the requested view.
  • Discovery — categories, list, containing.
  • Generic .metadata sidecar — metadata, set_metadata, field-level get_field / set_field / remove_field / has_field, tag helpers (tags, has_tag, add_tag, remove_tag), and validate.

The previously-FFI bundle.* namespace was dissolved into the bundle assetType (see src/lua/lib/assetTypes/bundle.assetType/); that's not exposed here. The prelude mints bundle separately as a thin Luau table grafted from bundle_update.

Usage

-- Lookup
local cam = asset.resolve("@builtin::components.Camera")
local ref = asset.ref("animations.idle", "animation")
print(asset.identity(cam), asset.guid(cam), asset.source(cam))

-- Discovery
for _, c in ipairs(asset.categories()) do print(c) end
for _, sceneRef in ipairs(asset.list("scene")) do print(sceneRef.identity) end
local s = asset.containing("/zero/source/scenes/main.scene/scene.json")

-- Metadata sidecar (agent-editable)
asset.set_field(ref, "category", "movement")
asset.add_tag(ref, "looping")
print(asset.has_tag(ref, "looping"))

-- Structural validation
local v = asset.validate(cam)
for _, p in ipairs(v.problems) do print(p.severity, p.message) end

Exports

  • Lookup: resolve, ref, typeRef, inspect, source, identity, guid, meta, deps.
  • Discovery: categories, list, containing.
  • .metadata sidecar: metadata, set_metadata, get_field, set_field, remove_field, has_field, tags, has_tag, add_tag, remove_tag, list_fields, list_field_values.
  • Validation: validate.

Interface

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

conforms to

zero/source-extract/v2

global asset global-types module asset Asset resolver, ref envelope builder, sidecar metadata. Public Luau surface over the `__asset` Internal FFI namespace. require modules/api/engine/asset

refuseSwappedPair(call: string, form: string, name: any, category: any) → void

The category and the asset, read into each other's argument. `asset.*` names the asset first and its category second in every call that takes both; `asset.create` alone names the category first, so the two halves of a create-then-check pair read opposite ways round. A call carrying a category where the asset goes, and something that is no category where the category goes, is that pairing written the wrong way round — and answering it reports absence for an asset that is present. Both halves have to hold. A category argument naming no category, beside a name that names none either, is a fair question about a category nothing carries yet: the type set is open at the bottom, a loose file contributing its own extension the moment one exists, and that question keeps its answer. `I.isKnownType` reads the wider set `asset.categories()` narrows — every category plus the type groups a category argument stands in for — so a `type` the engine accepts is never read here as naming no category. Called where the answer would otherwise be the negative one, which is the answer `asset.exists` is asked for, so the reading is two membership questions and the second is asked only when the first says the name is a category.

argtypedescription
callstring
formstring
nameany
categoryany

metadataPathOf(ref: any) → string

argtypedescription
refany

readMetadataTable(ref: any) → void

argtypedescription
refany

writeMetadataTable(ref: any, t: { [string]: any }) → void

argtypedescription
refany
t{ [string]: any }

deriveScopeOrigin(identity: string?, path: string?) → void

`identity` spells its scope as a prefix: `@builtin::…` (engine-shipped), `@<lib>::…` (installed from a library), or no `@…::` prefix at all (born in this world). An asset at `path` that the library carries by reference — its bytes are another world's, named by an install record — is installed from that world, whatever its scope.

argtypedescription
identitystring?
pathstring?

readmeLead(sourcePath: string?) → string

An asset's README lead paragraph — the first run of contiguous non-heading prose, skipping leading `#` headings and blank lines and stopping at the first blank line after prose starts. Nearly every asset ships a README (only a fraction set `.metadata.description`), so this is the primary `description` source, ahead of the sidecar. Lines within the paragraph are joined with a space so a hard-wrapped README reads as one description sentence.

argtypedescription
sourcePathstring?

buildEnvelope(ref: any) → InspectRecord

Build the common half of an `InspectRecord` for a resolved `AssetRef` — every field except `detail`, which is the resolved type's job. Reads ONLY the ref's own envelope fields, its type's registered definition path, and its own `.metadata` / README — never runtime state.

argtypedescription
refany

promotion_candidate(ref: string) → void

An importer that promotes a loose file consumes the name it was uploaded under: `wall.png` becomes the container `wall.texture` and the loose file is removed, so every reference still written as `wall.png` stops resolving. The promoted asset keeps the stem, and the provenance the importer stamps records the file it consumed — together those are enough to answer the miss without a registry scan. `<stem>.<ext>` is the only shape a promotion can have consumed, so a reference without an extension skips this entirely and a miss stays a miss.

argtypedescription
refstring

consumed_by_import(candidate: any, leaf: string) → boolean

Whether `candidate` is the asset an importer produced by consuming `leaf`. The check is the stamped provenance, not the name: an asset that merely shares a stem with the missed reference is not a promotion of it.

argtypedescription
candidateany
leafstring

announce(ref: string, resolved: any) → void

argtypedescription
refstring
resolvedany

resolve_promoted(ref: RefArg, type_hint: string?) → AssetRef

Resolve `ref` through an importer promotion, or nil when it is not one.

argtypedescription
refRefArg
type_hintstring?

tryResolve(ref: RefArg, type: string?, base: string?) → AssetRef

The same lookup `asset.resolve` performs, answering a miss with nil instead of raising. Every name form, the same `type` narrowing, and the same handle on success — so "use it if it is there" needs no `pcall` around a call whose failure would otherwise be indistinguishable from a real error. This consults the asset REGISTRY, so it sees registered assets wherever their files live, `@builtin::` ones included. `asset.exists(name, type)` answers the narrower question of whether an asset's files are present in the current mode's store. A name that reaches more than one asset of `type` (or more than one asset, with no `type`) still raises: that is a question about the reference, and a nil there would report absence for content that is present twice. A name that only assets of other types answer to reaches no asset of `type`, and answers nil. It reaches the asset, so the name carries the same reference contract `asset.resolve`'s does: a literal is recorded as this source's dependency, a computed name is a dynamic resolve — free in a tool, refused on the gameplay path. `asset.exists(name, type)` is the probe a computed name can ask. A reference naming a file an importer has since promoted resolves to the promoted asset, the same as `asset.resolve`. its file: a data asset resolving the references it holds, such as a material resolving its `mat.yaml`. A `~` / `~.tail` ref expands against the root enclosing it, and a ref its `.refs` recorded reaches the asset recorded there. Without it, both are read at the calling Luau source, as `asset.resolve` reads them. if mat then applyMaterial(mat) end

argtypedescription
refRefArgThe asset to look up — an identity, a guid, a VFS path, or a handle.
typestring?Category to restrict the match to (optional).
basestring?Optional VFS path of the asset the reference is written in, or of

examples

local mat = asset.tryResolve(name, "material")

ref(ref: RefArg, type: string?) → AssetRef

Build a reference handle for an asset — the canonical ref envelope constructor. Identical shape to `asset.resolve`; preferred name for the author-side use case (embedding refs in YAML / JSON / Luau output). Naming the asset here reads exactly as naming it in `asset.resolve`, down to raising on a miss: a literal is recorded as this source's dependency, a computed name is a dynamic resolve — free in a tool, refused on the gameplay path. `asset.exists(name, type)` is the probe a computed name can ask.

argtypedescription
refRefArgThe asset to reference — an identity, a guid, a VFS path, or a handle.
typestring?Category hint (optional).

examples

local r = asset.ref("animations.idle", "animation")

deprecation(ref: RefArg) → Deprecation

Whether an asset is deprecated, why, and what replaces it. An asset is deprecated when its own `.metadata` carries `"deprecated": { "reason": "<one line why>", "replacedBy": "<identity>" }`, when a container holding it at any depth does (a package, a toolbox, a folder asset), or when its asset type does. A deprecated asset still resolves and loads by identity and guid; search surfaces do not offer it, and resolving it warns once per session. `"container"` or `"type"` and `source` is the folder holding the marker; nil when the asset is not deprecated.

argtypedescription
refRefArgAsset handle, identity, guid or VFS path.

examples

local d = asset.deprecation("@builtin::deprecated.deprecatedParticles.DeprecatedParticleEmitter")

typeRef(target: RefArg) → string

Return the pinned asset_type reference (the type's guid) that the asset is an instance of. Resolve the full type with `asset.resolve(asset.typeRef(target))`. Returns nil for loose files / assets with no pinned type.

argtypedescription
targetRefArgAsset handle / identity / guid / VFS path.

examples

local t = asset.resolve(assert(asset.typeRef("brick")))

promoteDetail(record: InspectRecord, detail: any) → void

Lift a type's `detail` onto the record itself, and name what was lifted in `detailKeys`. `detail` is whatever the resolved type's `inspect` hook returns, so its shape differs per type and the record gives no sign of what is inside. A component's field schema lives at `detail.fields`; a reader scanning the record's keys sees only `detail` and has no reason to look further. Lifting the hook's own keys puts each where it is looked for (`record.fields`) while `detail` stays intact for callers that already read through it, and `detailKeys` tells a reader which keys came from the type rather than the envelope. Driven entirely by what the hook returned, so a type that grows a new detail key — or a new type entirely — surfaces it without changes here.

argtypedescription
recordInspectRecord
detailany

inspect(ref: RefArg, type: string?) → InspectRecord

Everything known about one asset in a single record: identity, guid, source, type, scope and origin, its description and tags, the ref methods its type exposes, and the type's own `inspect` detail when it declares one. The read-everything counterpart to `asset.resolve`, which hands back a ref. categories answer to the same bare name.

argtypedescription
refRefArgAn `AssetRef`, an identity string, or a path.
typestring?Narrow the resolve to one asset type when assets of several

examples

local rec = asset.inspect("@builtin::materials.default")
local rec = asset.inspect(name, "mesh"); print(rec.guid, #rec.tags)

source(ref: RefArg, type: string?) → string

Return the VFS source path for an asset. It reaches the asset, so the name carries the same reference contract `asset.resolve`'s does: a literal is recorded as this source's dependency, a computed name is a dynamic resolve — free in a tool, refused on the gameplay path. `asset.exists(name, type)` is the probe a computed name can ask.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local p = asset.source("brick") -- "/source/brick.material"

identity(ref: RefArg, type: string?) → string

Return the canonical identity for an asset.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local id = asset.identity("brick")

guid(ref: RefArg, type: string?) → string

Return the guid for an asset.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local g = asset.guid("@builtin::components.Camera")

meta(ref: RefArg, type: string?) → AssetMeta

Read the asset's engine-owned identity record (guid / checksum). Distinct from `.metadata` (agent-editable); for that use `asset.metadata`. An asset in the runtime asset store (`/zero/runtime/assets/`, where a create made from a component or a scene entrypoint lands) has a version too: its checksum is derived from its bytes, and every edit is a new one.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local m = asset.meta("brick") -- { guid = ..., checksum = ... }

deps(ref: RefArg, type: string?) → DepsResult

Return the asset's outbound dependency graph — every other asset recorded as a content dependency of it.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

for _, d in asset.deps("main.scene").deps do print(d.asset_guid) end

interface(ref: RefArg, category: string?) → AssetInterface

What the asset declares it takes and gives, read from its source without running it: the interface its type's `interface:` block says its sources declare (a `.procNode` declares one). `description` is what it does; each of `inputs` carries its `name`, `type`, `default`, `min`, `max`, `options`, `optional` and `description` as the declaration states them (a vector default reads as `{ ["$vector"] = { x, y, z } }`); each of `outputs` its `name` and `from`, what makes it. `problems` lists each part of the declaration that is not written as literals, which a push refuses. The same data travels with the source's reference table to ZeroMind. the asset's type declares no interface or its source hands no builder.

argtypedescription
refRefArgAny name the asset has.
categorystring?Category hint (optional).

examples

local iface = asset.interface("@builtin::systems.procgen.nodes.points.disc", "procNode")

categories( ) →

List every asset category the engine currently recognises. Use to discover valid `type` argument values for the rest of `asset.*`.

examples

for _, c in asset.categories() do print(c) end

listRevision( ) →

Two numbers that together move whenever what `asset.list` could answer changes: an asset made, removed, moved or renamed, a name it answers to added, a file created in or removed from an asset's folder (a new entity in the open scene writes one), or the index rebuilt. Rewriting a file that already exists leaves them still, and so does a write to a path no asset can sit at. The copies play makes resident in the runtime-asset layer move neither number. Hold the pair beside something derived from a listing and list again only when either differs, so a per-frame reader lists only on the frames where the answer can have changed.

examples

local e, g = asset.listRevision() if e ~= held.e or g ~= held.g then held.list = asset.list("texture") end

rootKinds( ) →

The kind of every asset folder that is a root of its contents (its category declares `root: true`; a package is one too): a `~` written in a file inside such a folder names that folder. The same answer in every VM, the engine thread's and each worker's.

examples

local roots = asset.rootKinds() -- { "effect", ... }

alias(ref: RefArg, alias: string) → boolean

Add a name the asset answers to. `asset.resolve`, leaf shorthand, and the typed-argument coercion that content refs travel through all reach the asset by the alias from here on, exactly as they do by its identity — so a material naming a shader by its alias resolves, and content written against an older name keeps working after a rename. The name survives writes to the asset's own files. Raises when the name already resolves to a DIFFERENT asset — an alias extends the identity namespace and never takes a name out of another asset's hands — and when it is shaped like a guid or a VFS path, forms that resolve before identity lookup, so an alias in that shape could never answer. (`standard`) or a scope-qualified path (`@builtin::shaders.legacy`). answered to it.

argtypedescription
refRefArgThe asset gaining the name.
aliasstringThe additional name. Any identity form: a bare leaf

examples

asset.alias("@builtin::shaders.pbr", "standard")

declareReferenceField(call: string, field: string, assetType: string, type: ?) → void

Declare that `call`'s options table names an asset of `type` in its `field`, so a string literal written there is recorded as a reference by whatever writes the file. This is what puts an API that takes an asset BY NAME into the reference graph: the named asset becomes a dependency, travels with the content that names it into a pack or a pull, and a name nothing answers to becomes an unresolved dependency `worldValidation` reports and the push gate refuses. A field holding a TABLE of names — a material's `textures` — records every name in it. Declare once, beside the API; a call taking its asset as the FIRST positional argument is already read and needs no declaration. Only a literal is recorded; a computed name resolves at runtime and is reported as a dynamic resolve. An asset type states the same declaration as content, in the `references.fields` of its `type.yaml`, which every reference table reads from the moment the type registers. table's own level. `asset.categories()`.

argtypedescription
callstringThe callee as it is written at a call site.
fieldstringThe options-table field holding the name, read at the
assetTypestring
type?The category the field is typed to — one of

examples

asset.declareReferenceField("fx.beam", "material", "material")

declareReferenceKey(assetType: string, key: string, refType: string, via: ("asset_ref" | "settings_of", type: ?) → void

Declare that, in a data file belonging to an `assetType` asset, the top-level `key` names an asset of `type` (`"*"` for any type) — a `.material`'s `mat.yaml` naming the shader it draws with and the textures it binds. The names a format holds are references as surely as ones written in code: recording them carries a material's shader along with the material into a pack or a pull, and turns a name nothing answers to into an unresolved dependency instead of a surface that renders as the magenta error material. A key holding a table of names records one per entry; a `{ __ref = <guid> }` envelope names its guid. `via` is the provenance the file's `.refs` records: `"asset_ref"` (default) for an asset the file uses, `"settings_of"` for the declarer whose settings schema the file's values follow. A type states the keys of its own files as content, in the `references.keys` of its `type.yaml`, which every reference table reads from the moment the type registers.

argtypedescription
assetTypestringThe category owning the file, e.g. "material".
keystringThe top-level key holding the name(s).
refTypestring
via("asset_ref" | "settings_of""asset_ref" or "settings_of".
type?The category the key is typed to, or "*".

examples

asset.declareReferenceKey("material", "shader", "shader")
asset.declareReferenceKey("preset", "target", "*", "settings_of")

declareReferenceArg(call: string, position: number, assetType: string, type: ?) → void

Declare that `call`'s argument at 1-based `position` names an asset of `type`, so a string literal written there is recorded as a reference. The positional counterpart of `asset.declareReferenceField`, for a call that takes its asset as a plain argument — including a world's own spawn helper, which is where a name most often stops being visible to the reference graph. A lookup whose asset is its FIRST argument (`asset.resolve` and its siblings) is already read and needs no declaration. Only a literal — or a name the file holds in a top-level string constant — is recorded; anything computed is reported as a dynamic resolve. An asset type states the same declaration as content, in the `references.args` of its `type.yaml`, which every reference table reads from the moment the type registers.

argtypedescription
callstringThe callee as it is written at a call site.
positionnumberWhich argument holds the name, counting from 1.
assetTypestring
type?The category the argument is typed to.

examples

asset.declareReferenceArg("spawnModel", 3, "mesh")

aliases(ref: RefArg) →

The additional names this asset answers to, beyond its own identity — what `asset.alias` registered, plus the package-relative `~pkg.tail` form when the asset lives inside a package.

argtypedescription
refRefArgAny name the asset has.

examples

for _, n in asset.aliases("pbr") do print(n) end

list(type_or_opts: (AssetCategory | ListOpts, scope: ?, opts: ?) →

Query registered assets, returning each match as a resolved `AssetRef` handle. Every filter narrows the same enumeration and they compose: `path` selects a VFS subtree (the folder and everything under it), `type` keeps only those asset types within it, `scope` keeps only that scope, and `fields` keeps only assets whose `.metadata` matches. `type` and `path` each take one value or a list matching any of its entries, and `all` / `any` / `none` group whole filters — `none` excludes what it matches. `order`, `limit`, and `offset` shape the result: matches come back ordered by identity unless `order` names another field (`name` / `path` / `type` / `guid`). `subassets` decides how deep the enumeration reaches into composite assets. An enumeration returns the assets each container broadcasts, which its type declares: a `.package` and a `.toolbox` broadcast theirs, so their members are listed on their own, and a `.bundle` keeps its interior meshes, materials and rigs to itself, so they are reached through the bundle and a list of the folder holding it comes back without them. `subassets = true` enumerates those private interiors as well — what an asset is built out of, beside what the world offers. Each entry is the same envelope `asset.resolve` returns (`__ref` / `type` / `name` / `guid` / `identity` / `path`), so it can be passed anywhere an AssetRef is accepted, and the result carries `:first()` / `:random()` / `:filter()` / `:sort()` and friends. `type` takes the same values `asset.categories()` lists. The first positional argument is a path when it is absolute, a type otherwise. A `type` naming none of those values raises, naming it and any near spelling, so an empty result means a type the engine has. A type-group name stands for a family of those types rather than naming one (`model` for `glb`/`gltf`/`fbx`/`obj`, and `image`, `text`, `config` and `script` for theirs), so it lists whichever members the engine carries, and raises naming them when it carries none. An unknown key raises, as does a table setting both `type` and its older spelling `category`. A static (literal) type or path makes the enumeration part of the calling file's content dependencies when it is saved — the set travels with published content, so consumers get at-least the authoring world's assets. enumeration can be captured for publish), or the full query table.

argtypedescription
type_or_opts(AssetCategory | ListOptsType or VFS path filter (a static literal so the
scope?Scope filter (when first arg is a type).
opts?The query table — see `ListOpts`.

examples

local hero = asset.list({ path = "/zero/source/props", type = "mesh", fields = { tags = "hero" } }):first()
local parts = asset.list({ path = "/zero/source/models", type = "mesh", subassets = true }) -- a bundle's interior meshes too

containing(path: string) → AssetRef

Walk `path` and its ancestors and return an `AssetRef` handle for the INNERMOST registered category-folder containing it — the typed asset that directly owns the path (e.g. `main.scene` for `"/source/scenes/main.scene/scene.json"`; for a folder that is itself a registered asset, that asset). Returns nil for paths outside any registered asset.

argtypedescription
pathstringVFS path to inspect.

examples

local a = asset.containing("/source/scenes/main.scene/scene.json")

pathHolding(guid: string, checksum: string) → string

The VFS path holding the asset `guid` at exactly the version whose content checksum is `checksum` (the pair `asset.meta` reports): the guid's home when its bytes are that version, else a copy of that version held beside it, such as an installed dependency's. Returns nil when this world holds that asset at no such version.

argtypedescription
guidstringThe asset's guid.
checksumstringThe content checksum of the version wanted.

examples

local m = asset.meta(asset.resolve("@builtin::shaders.pbr", "shader")); local path = asset.pathHolding(m.guid, m.checksum)

isPrivateSubasset(path: string) → boolean

Whether the asset at `path` is a private subasset: nested inside another asset whose type does not broadcast its subassets — a `.bundle`'s interior meshes, materials and textures, an effect's own materials. A private subasset is part of its parent: it is not listed, searched or installed on its own, and it is excused from the files that describe an asset. Whether nested assets are private is the enclosing asset's type's to say: `broadcasts_subassets: true` in its `type.yaml` (a `.package`) makes its members public, and an asset nested in no other asset is never private. The same rule `asset.list` applies, where `subassets = true` is what reaches private subassets. path that names no asset.

argtypedescription
pathstringThe asset's VFS folder path.

examples

asset.isPrivateSubasset("/zero/source/models/tree.bundle/material/Bark.material") -- true

import(path: string, opts: { importerSettings: { [string]: { [string]: any } }? }?) → string

Import a raw source file NOW and return the produced asset path (a `.bundle` for a model, `.texture` for an image, `.audio` for a sound, …), or nil if no importer claims it. While play runs and holds the source where it stands (`vfs.playHoldsInPlace`), the import is owed: this `owed`, and the import runs when play ends or pauses. This is the deterministic, on-demand counterpart to the engine's automatic import-on-write: it runs in the calling task and returns only when the import is complete. Pair it with a quiet write — `vfs.write(path, bytes, { quiet = true })` lands the raw bytes without firing the automatic importer, then `asset.import(path)` imports them under your control, so you can act on the result instead of polling for the import to appear. settings for this import only, laid over the claiming importer's own. A setting that importer does not declare is an error.

argtypedescription
pathstringThe raw source VFS path to import (e.g. a just-written `.glb`).
opts{ importerSettings: { [string]: { [string]: any } }? }?Optional `{ importerSettings = { <importer name> = { <setting> = value } } }`:

examples

local bundle = asset.import("/zero/source/generated/chest.glb")
local bundle = asset.import("/zero/source/generated/chest.glb", { importerSettings = { model = { keepSource = false } } })

metadata(ref: RefArg, type: string?) → AssetMeta

Read the asset's agent-editable `.metadata` sidecar as a Lua table. Missing sidecar returns `{}`. Distinct from `asset.meta` (engine-owned).

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local md = asset.metadata("brick")

set_metadata(ref: RefArg, data: AssetMeta) → void

Replace the asset's `.metadata` sidecar with the given table. Pass an empty table to clear all fields.

argtypedescription
refRefArgAny name the asset has.
dataAssetMetaFull JSON-shaped contents for the sidecar.

examples

asset.set_metadata("brick", { author = "me", tags = { "wip" } })

get_field(ref: RefArg, key: string) → any

Read one top-level field from the asset's `.metadata`.

argtypedescription
refRefArgAny name the asset has.
keystringField name.

examples

local author = asset.get_field("brick", "author")
local tags = asset.get_field("tree", "tags") -- → a Luau table

schema(ref: RefArg) → any

The typed settings schema governing this asset — the Field descriptors its type declares for every asset of that type, or the ones the asset declares for itself. Each descriptor carries its kind, default, constraint and description, so an editor renders it and an agent reads what a setting takes without guessing.

argtypedescription
refRefArgThe asset (ref, identity, guid or path).

examples

local schema = asset.schema(texRef); print(schema.filter.constraint.values)

settings(ref: RefArg) → any

This asset's settings values, with every declared default filled in.

argtypedescription
refRefArgThe asset (ref, identity, guid or path).

examples

if asset.settings(texRef).filter == "nearest" then ... end

setSettings(ref: RefArg, patch: { [string]: any }) → void

Write a partial settings patch. The patch is merged over the asset's current values, the type's cross-field constraints are applied — a field the patch does not name moves to the only value the rest allows (a texture given a high-precision `compression` stops generating mipmaps), and a field the patch names that cannot hold refuses the write, saying why — and the result is checked against its schema; a violation refuses the whole write, naming every problem, and leaves the asset on its last valid settings. A valid write re-runs the type's `onChange`, which is where the type re-cooks whatever the settings describe. Older field names are accepted and stored under the current ones, and a field whose default follows another moves with it when the write does not name it.

argtypedescription
refRefArgThe asset (ref, identity, guid or path).
patch{ [string]: any }Any subset of the schema's fields.

examples

asset.setSettings(texRef, { filter = "nearest" })

isArrayTable(t: any) → boolean

A table is array-shaped when it is empty or carries a [1]; map-shaped otherwise. set_field deep-merges map values (sibling sub-keys preserved); arrays and scalars replace.

argtypedescription
tany

deepMergeMaps(dst: { [string]: any }, src: { [string]: any }) → void

argtypedescription
dst{ [string]: any }
src{ [string]: any }

set_field(ref: RefArg, key: string, value: any) → void

Set one field in the asset's `.metadata`, creating the sidecar if missing. Sibling fields are preserved. When the new value AND the existing value are both maps (objects), the new value DEEP-MERGES into the existing one, so writing one sub-key never drops the others — `set_field(ref, "provenance", { bakedBy = "agent" })` keeps every other provenance key. Arrays and scalars replace. Clear a whole field with `asset.remove_field`; replace the entire sidecar with `asset.set_metadata`.

argtypedescription
refRefArgAny name the asset has.
keystringField name.
valueanyField value (any JSON-serialisable Lua value).

examples

asset.set_field("brick", "author", "me")
asset.set_field("tree", "provenance", { bakedBy = "agent" }) -- merges; sibling keys kept

remove_field(ref: RefArg, key: string) → void

Remove one top-level field from the asset's `.metadata`. No-op when the field isn't present.

argtypedescription
refRefArgAny name the asset has.
keystringField name.

examples

asset.remove_field("brick", "author")

has_field(ref: RefArg, key: string) → boolean

True when the asset's `.metadata` carries the named field.

argtypedescription
refRefArgAny name the asset has.
keystringField name.

examples

if asset.has_field("brick", "author") then end

tags(ref: RefArg) →

Convenience read of the `.metadata.tags` array.

argtypedescription
refRefArgAny name the asset has.

examples

for _, t in asset.tags("brick") do print(t) end

has_tag(ref: RefArg, tag: string) → boolean

True when the asset's `.metadata.tags` contains `tag`.

argtypedescription
refRefArgAny name the asset has.
tagstringTag to check for.

examples

if asset.has_tag("brick", "wip") then end

add_tag(ref: RefArg, tag: string) → void

Add a tag to the asset's `.metadata.tags`. Idempotent. Creates the sidecar and the tags array if missing.

argtypedescription
refRefArgAny name the asset has.
tagstringTag to add.

examples

asset.add_tag("brick", "wip")

remove_tag(ref: RefArg, tag: string) → void

Remove a tag from the asset's `.metadata.tags`. No-op when the tag isn't present.

argtypedescription
refRefArgAny name the asset has.
tagstringTag to remove.

examples

asset.remove_tag("brick", "wip")

list_fields( ) →

Distinct top-level field keys observed across every asset's `.metadata`. Useful for tooling discovering custom keys in use.

examples

for _, k in asset.list_fields() do print(k) end

list_field_values(key: string) →

Distinct values seen for the named field across every asset's `.metadata`.

argtypedescription
keystringField name.

examples

local authors = asset.list_field_values("author")

validate(ref: RefArg, type: string?) → ValidateResult

Validate an asset folder against its type's `type.yaml`, plus the type's own semantic validation. Structural problems come from `type.yaml` — missing required files, unsatisfied `one_of_group` alternatives, and (when `allow_unlisted: false`) unexpected children. `validated = false` when no `type.yaml` is registered — nothing structural to check. On top of that, when the asset's type ships a `behavior.luau` exporting a top-level `validate(assetRef) -> { { code, message, severity? } }`, its reported problems (severity defaults to `"error"`) are appended to `problems`; error-severity problems flip `ok` to false, warnings leave it untouched. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error problem — a broken hook blocks. A type with no `validate` export behaves exactly as the structural check alone. `world.push` calls this per user asset, so a type's semantic validation is enforced at publish time with no further wiring.

argtypedescription
refRefArgAny name the asset has.
typestring?Category hint (optional).

examples

local v = asset.validate("@builtin::components.Camera")

preview(ref: RefArg, opts: { [string]: any }?, type: string?) →

Render a preview of an asset. Resolves the ref and dispatches to its type's `preview` ref-method when present; otherwise returns the `{ available = false }` sentinel ("no preview available for this type").

argtypedescription
refRefArgAny name the asset has.
opts{ [string]: any }?Optional `{ size = { width, height }, angle = { yaw, pitch } }`.
typestring?Category hint (optional).

examples

local p = asset.preview("@builtin::materials.gold", { size = { width = 512, height = 512 } })

create(typeName: string, name: string, opts: { [string]: any }?) →

Instance a new asset of an existing type. Runs the type's `behavior.luau` `onCreate(name, opts)` hook to produce the asset's files, then writes them under `/source/<folder>/<name>.<type>/` (`/source/<name>.<type>/` when no `folder` is given). This is the single generic asset-creation API. Refuses to clobber an existing edit-mode asset unless `opts.overwrite = true`, which re-authors it in place and keeps the existing guid (only the checksum changes). Pairs with `asset.exists` for content generators that re-run over the same names. A create made from a script component's callback or a scene entrypoint is output the world reproduces on every load, so it is filed in the ephemeral `/runtime/assets/` store instead, where the saved manifest never carries a second copy of it. `name` and `folder` spell the same IDENTITY in either store, so a reference written against that identity resolves the asset wherever the call filed it, and one generator run from an `execute` and from a component names one asset. bare identity — pass `opts.folder` to place it in a subfolder rather than spelling a path here. The accepted shape is the type's to declare: `^[A-Za-z][A-Za-z0-9_]*$` unless its `behavior.luau` exports a `namePattern`, as `guide` does to take `getting-started` and `01-overview`. This call names the category FIRST and the asset second. Every other `asset.*` call taking both names them the other way round — `asset.exists(name, category)`, `asset.tryResolve(ref, category)` — so a create-then-check pair reads `if not asset.exists(n, t) then asset.create(t, n, opts) end`. A call whose two arguments are read into each other, at either end of that pair, is refused and told which way round the call reads. framework keys consumed here and never seen by the hook: `folder` (a relative subfolder path under `/source` to author the asset in, with `/` between its folders as in `game/materials`, so generated content groups instead of accumulating at the source root; those folders joined by dots prefix the asset's identity, `game.materials.<name>`), `into` (author INSIDE a resolved container ref), `dest` (an absolute destination path), `overwrite` (re-author in place, keeping the guid), and `durable` (file every content file this create writes on canonical `/source` with play still running, in place of the play shadow, and raise with the reason when they cannot become source, the same key, meaning the same thing, that `vfs.write` takes). Every type accepts all five whatever its own contract declares; `asset.describe(typeName).frameworkParams` names them, and a rejection prints them under the type's own parameters. returns. `ref.path` is the VFS path the asset was written to (its folder: `/zero/source/<folder>/<name>.<type>`, the `dest` or `into` destination when one is given, `/zero/runtime/assets/<identity>.<type>` for a create filed in the ephemeral store), `ref.primary` the content file inside it (a shader's `shader.wgsl`, a module's `init.luau`), and both read and write with `vfs.read` / `vfs.write` or the `read_file` / `write_file` tools as they stand. `ref.identity` is the dotted name references use (`<folder>.<name>`, folder separators spelled `.`) and is what `tostring(ref)` prints. `ref.guid` is the stable id, and the type's ref methods (`:getBytes`, `:ensureHandle`, `:serialize`, ...) ride on it. Returned from `execute`, the ref reads back with all of these fields. Disk-only: nothing is uploaded to CPU/GPU. `{ durable = true }` when the files are where the call filed them, and `{ durable = false, survivesRestart = …, warning = …, playShadow = …, shadowed = { … } }` when the play shadow took them: live in this session and undone by a guarded play-exit unless kept, with `survivesRestart` saying whether a restart of this engine keeps them, `playShadow` naming the routes that keep them and `shadowed` the paths. A create under `/source/tmp/` answers `durable = false` with `survivesRestart = false`, a `warning` opening `SCRATCH` and `scratch` naming the paths: scratch reads back while the engine runs and is gone when it stops or restarts. `durable` is present whatever the answer is, so its absence is never a reading, and one call answers once for every file it wrote. It is the same answer, off the same shadow set and in the same words, that the MCP `write_file` / `edit_file` / `capture` tools attach to their own results — ask `vfs.durability` for it directly at any other write site.

argtypedescription
typeNamestringThe asset category to instance — one of `asset.categories()`.
namestringThe new asset's name.
opts{ [string]: any }?Optional table forwarded to the type's `onCreate` hook, minus five

examples

local m = asset.create("material", "brick", { shader = "pbr" })
local s = asset.create("shader", "glow", { folder = "fx" }) -- s.path: /zero/source/fx/glow.shader, s.primary: /zero/source/fx/glow.shader/shader.wgsl
local wgsl = vfs.read(s.primary) -- the created asset's content file, read by the path the ref names
local mesh = asset.create("mesh", "tree", { positions = {...}, indices = {...} })
local mesh = asset.create("mesh", "rock", { positions = {...}, indices = {...}, folder = "terrain/props" })
local mesh = asset.create("mesh", name, { positions = p, indices = i, overwrite = true }) -- idempotent rebuild
local clip, d = asset.create("soundClip", "hit", { pcm = buf, sampleRate = 48000, channels = 1 })
if not d.durable then log.warn(d.warning) end
local c = asset.create("soundClip", "step", { pcm = buf, sampleRate = 48000, channels = 1, durable = true }) -- lands on source during play

canCreate(typeName: string) → boolean

Whether `asset.create` can instance `typeName`: the type declares creation logic (a `behavior.luau` `onCreate` hook) or ships a `template/` skeleton the hookless fallback clones. A type with neither — one whose instances only arrive by import — answers false. The query a creation UI derives its offering from, so what it offers is what `asset.create` accepts.

argtypedescription
typeNamestringRegistered asset type (e.g. "material", "scene").

examples

if asset.canCreate(kind) then asset.create(kind, name) end

storeHoldsIdentity(identity: string, typeName: string, reproduced: boolean, name: ?) → boolean

Whether an asset of type `typeName` that `name` reaches has files in the store `asset.create` writes from this context — the authored `/source` tree, plus the ephemeral `/runtime/assets/` store when the caller is a script component or a scene entrypoint, which is where a create there files it. `name` is any name the registry answers to for that asset: its canonical identity (`"a.b.thing"`), a registered alias, or the bare leaf (`"thing"`) — the spelling `asset.list` publishes as an entry's `name` and the spelling `asset.create` was given alongside `opts.folder`. So the `if not asset.exists(n, t) then asset.create(t, n, opts) end` pairing is satisfied by its own create, spelled the way the create was, in either store and at any folder depth. A plain existence probe — it does NOT resolve a handle or pin a content dependency, so it is safe to call with a COMPUTED name (unlike `asset.resolve`, whose handle would become a static-pinned dependency). The name is read the way `asset.resolve` reads one; the ANSWER comes from the store, so a registered asset whose files live outside the store this context writes — every `@builtin::` asset among them — is `false`. `asset.tryResolve(name, typeName)` asks the registry the wider question and hands back the handle — and because it reaches the asset, the name it is given follows the reference rule every lookup follows: a literal is pinned, a computed one is a dynamic resolve. So a name this source computed is what `asset.exists` is for. This call names the asset FIRST and its category second, as every `asset.*` call taking both does except `asset.create(category, name, opts)`. A call carrying a category where the asset goes and a non-category where the category goes is refused, naming which way round the call reads, rather than reporting the asset absent. leaf — without the type suffix. `asset.categories()`.

argtypedescription
identitystring
typeNamestringThe asset type (e.g. "mesh", "texture", "material") — one of
reproducedboolean
name?Any name the asset answers to: its identity, an alias, or the bare

examples

if not asset.exists(meshName, "mesh") then asset.create("mesh", meshName, geo) end
if not asset.exists(n, "mesh") then asset.create("mesh", n, { folder = "props", positions = p, indices = i }) end

exists(name: string, typeName: string) → boolean

argtypedescription
namestring
typeNamestring

describe(typeName: string) → DescribeResult

The creation contract for an asset type: the parameters its `onCreate(name, opts)` hook accepts, as data. `kind` is "schema" (typed contract), "legacy" (untyped opts — anything passes), "none" (template scaffold — takes no opts), or "error" (the type's schema failed to parse; `error` says why). `contract` is the human-readable rendering validation errors print. `frameworkParams` and `frameworkContract` carry the options `asset.create` consumes itself: `folder`, `into`, `dest`, `overwrite`, `durable`, which every type accepts and none declares.

argtypedescription
typeNamestringRegistered asset type to describe (e.g. "texture").

examples

local contract = asset.describe("texture").contract

warmup(ref: RefArg, opts: WarmupOpts?) → WarmupResult

Warm an asset's bytes into CPU memory and follow its declared content dependencies to each referenced asset, deduped by guid. Type-agnostic (reads the generic ref graph) and CPU-only — never touches the GPU. Side-effect-free name resolution (uses `asset.guid`/`asset.deps`, not `asset.resolve`).

argtypedescription
refRefArgAny name the root asset has — handle, identity, guid, or path.
optsWarmupOpts?Optional `{ vias, max }` — restrict ref-edge kinds / cap closure size.

examples

local w = asset.warmup("@builtin::scenes.test_arena")

cpuResident(ref: RefArg, typeName: string?) → boolean

True when the asset is CPU-resident — a live script-component context holds it (a component's assetRef field, or an imperative `asset.resolve`/`ref` made while a component is the caller), which is what warms its bytes into memory. The CPU pool is a different pool from the device's: `asset.observe().cpu` lists it, `asset.observe().textures` / `.meshes` list what the device holds, and an asset can be in one and not the other.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.
typeNamestring?Category to restrict the match to. Omit to search every category.

examples

if asset.cpuResident(ref) then print("bytes are warm") end

gpuResident(ref: RefArg) → boolean

True when the device holds a texture or mesh under this asset's guid, read off the inventory the renderer publishes.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.

examples

print(asset.gpuResident("@builtin::models.Sample.DamagedHelmet"))

reloadSeq(ref: RefArg, typeName: string?) → number

How many content-change reloads this asset has been through — the count of `onAssetReload` dispatches the engine has RUN for it. A write to a file inside an asset does not reload it on the spot: the writes of one authoring step are collected for a settle window and the reload runs on a later frame. Read this, write, then poll for a larger number to learn the write's reload has actually reached subscribers. Monotonic per asset and session-scoped; 0 for an asset whose content has not changed since boot.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.
typeNamestring?Category to restrict the match to. Omit to search every category.

examples

local at = asset.reloadSeq(ref)
vfs.write(asset.source(ref) .. "/graph.json", encoded)
repeat task.wait() until asset.reloadSeq(ref) > at

pending( ) →

Every asset reference a component on this engine holds that no asset answers yet. A reference arrives ahead of its bytes when a peer delivers a component whose asset has not synced here, when the carried mount it names is still filling, or when a scene applies before the content it names. Each one applies by itself the moment its asset resolves: a component waiting on it runs its awake() then, and a write held for a component already running (`held`) lands then and reaches its `onPropertyChanged`. `state` is `pending`, or `refused` when the carried mount the reference names settled without its content; `reason` and `detail` say why. A refused reference applies if a later mount of that key brings the content. A reference inside a list or struct field waits the same way at its place in the field (`path`, such as `skins[2]` or `look.skin`), the field keeps every other value it holds, and the reference applies in place. Every peer of a world holds and applies the references it was delivered the same way. reference naming the entity, the component (`type`, `instance`, `instanceId`), the field, where the reference sits in it (`path`: the field's name for its own value), the spec of the slot holding it, the reference, `held`, `state`, `reason` and `detail`.

examples

local waiting = asset.pending()
if waiting.count > 0 then print(waiting.entries[1].reference, waiting.entries[1].state) end
repeat task.wait() until asset.pending().count == 0

reloadPending(ref: RefArg, typeName: string?) → boolean

True while a write to this asset still owes it a reload — the write is inside the settle window that collects one authoring step's writes, or its reload is queued and the engine has not run it yet. False means every content change written so far has reached its subscribers, so a consumer bound to the asset now cannot be interrupted by a reload the earlier writes already earned. The recording is synchronous with the write, so a call made right after one already reads true.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.
typeNamestring?Category to restrict the match to. Omit to search every category.

examples

repeat task.wait() until not asset.reloadPending(ref)

observe( ) → any

What the engine is holding for content right now, in one reading: `textures` and `meshes` (one row per resource the device holds, each with the bytes it costs, its dimensions or buffer split, and where it came from), `cpu` (one row per asset a live script-component context holds), `offDevice` (one row per mesh nothing displays, whose GPU buffers were given back: `held` is `"definition"` when the engine keeps the mesh's whole CPU definition and `"source"` when it keeps only the stored file `source` it reads the mesh from again, and `bytes` is the CPU memory that costs), and `totals`: the aggregates those rows sum to, so the listing reconciles against `renderer.textureMemory()` and `renderer.gpuMemory()` (`offDeviceBytes` sums the `offDevice` rows). Each pool is named because they are different pools: an asset can be on the device and not CPU-resident, or the reverse. `devicePublished` is false when no renderer has published an inventory and `cpuPublished` when the scripting VM has not published its pool — an engine that cannot answer reads differently from one answering with nothing resident.

examples

local r = asset.observe() print(#r.textures, r.totals.textureBytes)

diagnose(ref: RefArg) → any

Why one asset can or cannot be used, read from the engine rather than from what the caller asked for. Always carries `usable`; when false, `reason` is one of `asset.unusableReasons()` and `detail` is the engine's own message. `primary` names the file the type's declared `primary` list resolved to, the file a load of the asset reads. The payload's bytes are read by the engine's own decoder wherever it has one for that container, so `usable` is the verdict a load would reach and the call costs that decode.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.

examples

local d = asset.diagnose("myTex") if not d.usable then print(d.reason, d.detail) end

unusableReasons( ) →

Every reason `asset.diagnose` can report an asset unusable for, sorted.

examples

for _, r in ipairs(asset.unusableReasons()) do print(r) end

primaryFile(ref: RefArg) → any

The file the asset type's declared `primary` list resolves to inside this asset, as the loader itself resolves it. A `*.<ext>` entry resolves the lowest-named file with that extension, and never the asset's `preview.png`, the picture rendered from it. `resolved` is false when no declaration matched and `path` is then absent; `declared` is the type's own primary list in match order.

argtypedescription
refRefArgAny name the asset has — handle, identity, guid, name or path.

examples

print(asset.primaryFile("myTex").path)
⌬ Types
InspectOrigin = {InspectRecord = {RefArg = AssetRefAssetMeta = { [string]: any }DepEntry = {WorldSiteEntry = {WorldDepEntry = {UnresolvedDepEntry = {AssetProblemEntry = {DepsResult = {ListResult = {ListFilter = {ListOpts = {ValidateProblem = {ValidateResult = {DescribeParam = _create.DescribeParamDescribeResult = _create.DescribeResultWarmupOpts = { vias: { [string]: boolean }?, max: number? }WarmupResult = { closure: { string }, count: number }InterfaceInput = {InterfaceOutput = {AssetInterface = {PendingReference = {

Sub-parts

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

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

66+items
▣
module · born here
❒asset
# result The handle `asset.list` returns. A query result **is** the array of matched `AssetRef` handles. Entry `1` is the first match, `#rows` is the count, `ipairs(rows)` walks it, and anything that accepts a list of refs accepts it unchanged. The handle adds methods on top of that array through a metatable, so reading the result stays one expression. ```lua local hero = asset.list({ type = "mesh", fields = { tags = "hero" } }):first() local prop = asset.list({ type = "mesh", path = "/zero/source/props" }):random() asset.list("material") :filter(function(m) return m.name:find("rust") ~= nil end) :each(function(m) print(m.identity) end) ``` ## Methods | Method | Returns | |---|---| | `:first()` / `:last()` | One entry, or nil when the query matched nothing. | | `:random()` | One entry chosen at random, or nil. | | `:count()` | How many entries matched. | | `:isEmpty()` | Whether nothing matched. | | `:each(fn)` | The same result, after calling `fn(entry, index)` in order. | | `:map(fn)` | A new result holding `fn(entry, index)` per entry. | | `:filter(predicate)` | A new result holding the entries kept. | | `:searchable()` | A new result without the deprecated assets, the ones a search or a picker offers. | | `:sort(comparator?)` | A new, ordered result; ordered by identity when the comparator is omitted. | | `:toArray()` | The entries as a plain table, without the handle. | `:map`, `:filter`, and `:sort` return new results carrying the same methods, so they chain. `:sort` leaves the result it was called on as it is. ## Ordering `asset.list` already returns its matches ordered — by identity unless the query asks for another field with `order` — so `:first()` names the same asset on every call. `:sort` is for orders the query cannot express, such as one computed from an entry's fields. ## What the handle does not change The metatable carries `__index` alone. Length, `ipairs`, `pairs`, `next`, `table.*`, and serialisation all read the array part, so a result behaves exactly as a plain array everywhere those are used.
▲ 0↑ born
▣
module · born here
❒asset
# asset_warmup `asset.warmup` — a **read-only closure inspector**. Returns the transitive set of assets that the CPU-residency system *would* load when the given asset enters `/runtime/` — i.e. the asset plus everything reachable through its declared content references. It does **not** itself change residency or touch bytes: ```lua local closure = asset.warmup("@builtin::meshes.cube") -- → the asset + every texture/material/mesh it transitively references ``` Residency is owned by the engine's reference-counted CPU-residency system, which acquires the closure on a `/runtime/` enter (usage 0→1) and releases it on the last drop (→0), loading/unloading bytes at the per-node 0↔1 boundaries so a texture shared by two materials stays resident until BOTH are gone. This helper just lets scripts/agents **inspect** that closure (debugging, "what would loading X pull in?") without any side effect — it avoids `asset.resolve` (which fires the BlobStore prefetch) and uses the side-effect-free `asset.guid` / `asset.deps` / `asset.identity`. The closure is the generic `.refs` graph, so this is fully type-agnostic — material/mesh/user-types all resolve the same way with zero per-type knowledge. By default it follows `asset_ref` / `component` (content) edges and skips `asset_type` (structural) / `require` (code); `opts.vias` overrides. Deduped by guid via an explicit work-stack so diamonds appear once and cycles terminate. Installed onto the FFI `asset` namespace by the prelude.
▲ 0↑ born
·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. The body runs in an environment of the module's own: a name it declares without `local` is readable by the module's own functions and by no other script, so an export reaches its callers through the returned table and nothing else. Requiring a component's folder runs its chunk the same way, once, and its `update`, `start` and `public` stay in that environment; a component runs on an entity through `entity(id).component.add(name)`. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. A name the body declares without `local` lives in the module's environment, which every run of the module shares: a function the previous run left in place reads what the reload assigned. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
❒asset
# assetType.shared.settings Resolves four questions about an asset's typed settings, all answered from its type's `type.yaml` — nothing here is found by convention. ```lua local Settings = require("@builtin::assetTypes.assetType.shared.settings") -- or, from inside the assetType runtime: local Settings = require("@builtin::assetTypes.assetType.shared").settings ``` ## Where does a type's schema live? `type.yaml` names it in a `settings:` block: ```yaml settings: values: "settings.yaml" # where an instance's own values live schema: { type: "settings.luau" } # one schema for every asset of this type ``` or, for a type whose settings differ per instance (an importer): ```yaml settings: values: "settings.yaml" schema: { instance: "settings.luau" } ``` or, for a type whose schema is a table its instance's own source declares and whose values live elsewhere (a component: its `public` fields, valued on each entity it is on): ```yaml settings: schema: { instance: "init.luau", export: "public" } ``` Whether an instance may lack its schema file is what the type's `files:` block says of that file. Listed under `files.optional`, it may be absent, and an instance without it declares no settings — the importer type lists it there, since most importers take none. Listed under `files.required`, or not listed at all, it must load, and an instance missing it is a broken declaration and is logged. `schema.type` is required at the folder relative to the TYPE's own `.assetType/` directory (one schema shared by every instance). `schema.instance` is required relative to each INSTANCE's own folder (`init` resolves the instance's own identity; anything else is a sibling module under it). Without `schema.export`, the file is required as a module and its return value IS the schema. With `schema.export`, the file is run in an environment of its own and `export` is read from a returned table carrying it, or else from the globals the file assigned — a component's `public` is such a global. That environment reads through to `_G` and takes every write itself; its own `_G` is itself, its `declare` and `computed` record into it, and its `task` records spawned, deferred and delayed work instead of starting it. Every other global is the real one, so a call the file makes through one runs as it does anywhere. The schema is the declared table's Field descriptors. A schema that resolves to nothing says why through `Settings.schemaProblemOf(ref)`: the file could not be read, compiled or run, or declared no such table. An instance schema is read again when its file, its type's `type.yaml`, or the entry file of any module the asset `require`s changes. `Settings.blockFor(typeName)` returns the raw block; `Settings.schemaForType(typeName)` and `Settings.schemaOfInstance(ref)` resolve the two schema shapes respectively; `Settings.schemaFor(ref)` tries the type-level schema first, falling back to the instance-level one. `ref` naming an assetType asset itself — e.g. `asset.resolve("texture", "assetType")`, rather than an instance of it — reports that type's own declared schema, the same one every instance of it reports. ## Where do an asset's values live? `settings.values` names a file living beside the asset's own content — `Settings.valuesPathOf(ref)` joins it onto the asset's path. `Settings.valuesOf(ref)` / `Settings.writeValues(ref, values)` read and write it; this module only names where it is. A type that declares its schema with no `settings.values` keeps no values in the asset — a component's live on each entity it is on — so `valuesOf` answers nil for it, `asset.create` refuses a `settings` table for it, and `asset.setSettings` refuses a write. `Settings.recordedWrite(path, text)` writes a file the way every values file is written, and an editor uses it for any other file it writes. It writes the whole contents, records the write into the open undo operation when one is open (so undoing it restores what the file held), and raises when the write does not land. ## In what order are a schema's fields declared? Every `Field.*` constructor stamps its descriptor with `declaredOrder`, one more than the last. Luau evaluates a table constructor's entries in the order they are written, so `Settings.orderedNames(schema)` lists a schema's fields — and a struct's subfields — in the order the source writes them. A values file, or a legacy `.metadata` settings block, may hold an older spelling — a renamed field, an older enum member. Every read passes what is stored through the type's `normalizeSettings` (`Settings.normalizeFor`), so it answers in the fields the schema declares today, and writes nothing. The next local edit of that asset rewrites the file in the declared spelling (`Settings.healLegacyIfNeeded`). `asset.setSettings(ref, patch)` writes a partial patch: `Settings.resolvePatch(ref, patch)` normalises it, merges it over the current values and applies the type's derived defaults for the fields it changed, and `Settings.writeValues(ref, values, patch)` applies the corrections, checks the schema and writes the file. ## How is a new asset's settings resolved at creation? `asset.create` calls `Settings.resolveForCreate(typeName, name, destPath, creationOpts, callerSettings, importerSettings)` before running the type's `onCreate`, checks the result against the schema, writes it to the values file, and hands `onCreate` a COPY of it as `opts.settings` (`Settings. cloneValues`) — never the same table the values file gets, so nothing `onCreate` does to its own copy can reach what was stamped. `onCreate` reads settings from `opts.settings` and never writes to it. `asset.create` also seeds the change baseline with the stamped values (`Settings.seedChangeBaseline`), so the values file's own first dispatch reports nothing changed and the payload `onCreate` encoded is the only encode a create runs. The layers, lowest priority first, each overriding the ones before it field by field: 1. The schema's own declared defaults (`Settings.defaultsOf`). 2. The type's own `settingsDefaults(name, opts, asked)` hook, when its `behavior.luau` exports one. `asked` holds what layers 3 to 5 name, so a default can follow a field one of them sets. 3. The Preset Manager's matching row (`Settings.presetLayerFor`). 4. The creating importer's settings for this type. 5. The `settings` table the caller passed to `asset.create`. 6. The type's own `settingsDerivedDefaults(values, explicit, changed)` hook, when its `behavior.luau` exports one — a field whose default follows another field, set only when no layer from 2 to 5 named it. 7. The type's own `settingsCorrections(values, name, opts)` hook, when its `behavior.luau` exports one — applied last, once every other layer has merged. Layers 2 to 5 are each read through the type's `normalizeSettings`, so a layer naming a field in an older spelling sets the field it names today. `asset.create`'s top-level settings alias accepts those older names too (`Settings.acceptedFieldNames`). Layer 7 is `Settings.applyCorrections(typeName, values, explicit, context)`, the one corrections path every settings write takes — this create chain, and `Settings.writeValues` for every later write (`asset.setSettings`, a type's first-encode seed, the legacy heal). `explicit` names the fields the writer asked for: the caller's `settings` table here, the patch for `asset.setSettings`. A correction lands SILENTLY on a field the writer did not name — nobody asked for that value, so overriding it just states a fact. A correction that contradicts a field the writer named REFUSES the write, naming the field, the value asked for, and why it cannot hold — the same as every other place this codebase refuses an explicit request it cannot satisfy (a `Field.checkSchema` violation, a BC7 alignment error) rather than silently rewriting it into something else. So `asset.setSettings(tex, { compression = "rgba16" })` on a mipped texture stores `generateMipmaps = false` beside it, while `asset.setSettings(tex, { compression = "rgba16", generateMipmaps = true })` is refused. `Field.checkSchema` runs once, over the result AFTER the corrections hook has applied — a bad value nothing corrects refuses the creation. ### Four hooks, four different jobs Every hook is an optional export on a type's `behavior.luau`, alongside `onCreate` / `onChange`. **None is ever handed a table to mutate** — each reads what it's given and RETURNS a table of what it wants changed (or nil); `resolveForCreate`, `resolvePatch`, `applyDerivedDefaults` and `applyCorrections` are the only places that write to the values, by merging what a hook returns the same way every other layer merges. - **`normalizeSettings(values) -> values`** maps every older spelling a stored file or a write may carry to the field and member the schema declares now, returning a new table; a table naming both an older field and its replacement keeps the replacement. The companion export **`normalizedSettingNames = { ... }`** lists the older field names it accepts beyond the schema, so a write naming one is not refused as an undeclared field. `texture.assetType`'s maps the fields its earlier schema stored to `colorSpace` + `compression`, and the older `filter` keywords to `linear` / `nearest`. - **`settingsDerivedDefaults(values, explicit, changed) -> partial?`** answers the values of fields whose default follows another field. At creation `changed` holds every field; on a write it holds the fields the write moved. A returned field applies only where `explicit` — the fields the writer named — does not name it. - **`settingsDefaults(name, opts, asked) -> partial?`** supplies a DEFAULT the schema itself has no syntax for — something only knowable at creation time, like a naming convention, a fact read off a payload the caller handed in, or a value that follows a field a higher layer sets (`asked` holds what the Preset Manager, the importer and the caller name, the higher one's value where two name a field). It runs early (layer 2 above), so any later layer — Preset Manager, importer, caller — freely overrides it. `texture.assetType`'s returns the `textureType` the name suggests (a `_normal`-suffixed name is a `normalMap`), `compression = "uastc"` and `maxDimension = 4096`, with `rgba8` for a `textureType` of `sprite` that a higher layer names; for a pre-encoded ZTEX payload it returns the colour space, compression and sampler the payload's own header carries. Either way, an explicit `settings = { ... }` from the caller still wins. - **`settingsCorrections(values, name, opts) -> (partial?, reasons?)`** enforces a CROSS-FIELD CONSTRAINT the schema itself has no syntax for — a fact about one field that depends on another field's resolved value, true regardless of which layer produced that value. It runs last (layer 7 above), over the fully merged `values`, and again on every later write of the values file. Nothing is left unmet in what gets validated and stamped — but a value the caller explicitly asked for is never silently rewritten to satisfy it; `applyCorrections` refuses instead (see above). The optional second return, `{ [field]: reason }`, supplies the "why" for that refusal message; a field with no reason falls back to a generic one. `texture.assetType`'s returns `{ generateMipmaps = false, maxDimension = 8192, colorSpace = "linear" }` whenever the RESOLVED `compression` is high-precision (the encoder stores one verbatim, linear, and refuses a mip chain or a downsample for it outright), paired with a reason naming the compression, and `nil` otherwise. ## What does a declarer declare? `Field.settingsOf(identity, mode)` embeds another declarer's schema as a struct field without restating it. The identity names one of two kinds of declarer, and `Settings.schemaOfDeclarer(identity)` tells them apart by what `identity` resolves to: - **An assetType** (e.g. `"@builtin::assetTypes.texture"`) — embeds the schema every instance of that type carries, resolved via `schemaForType`. This is the type-level shared schema from the section above, not a per-instance one — an assetType has no settings of its own to declare per instance. - **Anything else** (an importer, or any other asset that declares settings of its own) — embeds that asset's own schema, resolved via `schemaOfInstance`. Every schema this module serves has already run its `Field.settingsOf` fields through this resolution — a caller reading `schema.someField.fields` never sees an unresolved `declarer` with no `fields`. Resolution descends into an already-literal struct's `fields` and a list's `element` the same way, so a declarer embedded several fields deep is still reached. A declarer that embeds itself, directly or through another declarer, stops one level short of the loop instead of recursing forever. ## What are the defaults? `Settings.defaultsOf(schema)` reads every field's declared `default` into a plain table — a field declared without one is absent from the result rather than holding a `nil` value.
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module · born here
❒asset
# asset_create `asset.create` — the single, generic "instance a new asset of an existing type" API. The same entry point scripts and agents use; there is deliberately no tool wrapper, because agents author in Luau and call `asset.create(...)` directly. ```lua local inst = asset.create("material", "my_metal", { base_color = { 0.8, 0.7, 0.2 } }) -- → AssetRef: inst.path == "/zero/source/my_metal.material", inst.guid, plus the -- material type's ref methods. ``` `asset.create` makes a new *instance of an already-registered type* by running that type's `onCreate(name, opts)` behaviour hook (declared in its `behavior.luau`) and writing the produced files to `/zero/source/<name>.<typeName>/` — the one authored location, in every mode. While play runs, the play-mode write lock takes that write onto the **play shadow**: live in the session, listed by `vfs.playShadowPaths()`, and promoted or discarded on a guarded play-exit. The asset created in play therefore carries the same identity, path and `require` spelling it has in edit, and the session decides whether it stays. A create whose output the world **reproduces** on every load — one made from a component or a scene entrypoint — writes to the copy-on-write runtime store at `/zero/runtime/assets/<identity>.<typeName>/` instead, so the code that rebuilds it each load is its only source and the saved manifest never carries a second copy. ## Placement Four `opts` keys are consumed by the framework before the type's `onCreate` hook runs, and steer where the instance lands: | Key | Effect | |-----|--------| | `folder` | A relative subfolder under the source root: `/zero/source/<folder>/<name>.<typeName>/`. Groups a generator's output instead of accumulating it at the source root. | | `into` | A resolved container ref (`.toolbox` / `.package`) to author INSIDE — lands at `<container>/<name>.<typeName>/` and registers as a member. Edit-mode only. | | `dest` | An absolute destination path, owned by the caller (an importer building a `<name>.bundle/`). | | `overwrite` | Re-author an existing destination in place, keeping its `.meta` guid so every reference stays valid. | The `name` is always the asset's bare identity — the path goes in `folder`: ```lua local rock = asset.create("mesh", "rock", { positions = p, indices = i, folder = "terrain/props" }) -- → rock.path == "/zero/source/terrain/props/rock.mesh" ``` `dest` and `into` both take precedence over `folder`. `folder` decides the asset's identity, so it applies in every context: the runtime store is flat and spells that identity in one folder name. ```lua -- the same call from a component's awake() -- → rock.path == "/zero/runtime/assets/terrain.props.rock.mesh" -- → rock.identity == "terrain.props.rock", as it is from an execute ``` Types without an `onCreate` hook fall back to cloning their verbatim `template/` skeleton to the same destination, so `create` works for every type. Returns the created asset's `AssetRef` (`.path` / `.guid` plus the type's ref methods — the same interned instance `asset.resolve` returns) on success and raises (via `error`) on bad arguments or a failing `onCreate`. Installed onto the FFI `asset` namespace by the prelude (`M.installInto(asset)`). See `docs/specs/runtime-asset-copying.md`.
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module · born here
❒asset
# shared A module script.
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module · born here
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# declaration (module) A type's `type.yaml`, decoded and held: the one reader behind every question about a type as a whole — its files, whether it broadcasts its subassets, how its instances are pictured. ## Exports - `M.of(typeName) -> table?` — the decoded declaration, or nil when no type answers to the name, it has no `type.yaml`, or the file does not decode (the last with a warning naming the type). Shared: read it, do not write to it. - `M.forget()` — drop every held declaration. The change dispatcher calls it for every write inside an `.assetType` folder and for every removed type.
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module · born here
❒asset
# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
❒asset
# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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module · born here
❒asset
# 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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module · born here
❒asset
# deprecation (module) Answers whether an asset is deprecated, why, and what replaces it. An asset states it in its own `.metadata`: ```json { "deprecated": { "reason": "one line why", "replacedBy": "@builtin::assetTypes.effect" } } ``` The marker works for any asset, builtin or published. It is passed down: - an asset is deprecated when a folder holding it at any depth (a package, a toolbox, any folder asset) carries the marker, so marking a package covers everything inside it; - an asset is deprecated when its asset type carries the marker, so marking a type covers every instance of it. Assets stay resolvable and loadable by identity and guid. Search surfaces do not index or offer them. ## Reading it ```luau local deprecation = require("modules.deprecation") local d = deprecation.of("@builtin::deprecated.deprecatedParticles.DeprecatedParticleEmitter") if d then print(d.via, d.reason, d.replacedBy) -- "container", "...", "@builtin::assetTypes.effect" end ``` `deprecation.of(ref, memo?)` is the one function that answers. `via` says where the marker is held: `"asset"`, `"container"` or `"type"`; `source` is the folder holding it. Pass one `memo` table across the calls of a pass so each folder's `.metadata` is read once. `deprecation.indexed(ref, memo?)` is true unless the asset is deprecated; every search surface asks it before it reads an asset. `deprecation.warnOnce(handle)` logs one warning per asset per session naming the asset, the reason and the replacement; `asset.resolve`, `asset.tryResolve` and `asset.ref` call it. `deprecation.describe(subject, found)` renders the sentence and `deprecation.forget()` resets what has warned. `asset.deprecation(ref)` answers the same as `of` from the `asset` namespace.
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module · born here
❒asset
# asset_observe What the engine is holding for content, and why one asset cannot be used. Backs `asset.observe`, `asset.diagnose`, `asset.cpuResident`, `asset.gpuResident` and `asset.unusableReasons`, composing the readings only the engine can take (`__assetObserve`) with the resolution, import and VFS surfaces already in Luau. ## The reading `M.observe()` returns the residency document the engine published, with each device row joined to the asset its guid names: ```lua local r = asset.observe() for _, t in r.textures do print(t.identity or t.key, t.bytes) end print(r.totals.textureBytes, r.totals.meshBytes, r.totals.cpuCount) ``` Four pools, named because they are different pools: `textures` and `meshes` are the device's, `cpu` is the set a live script-component context holds, and `offDevice` is every mesh nothing displays: its GPU buffers were given back, and its row says what the engine keeps to bring it back (`held` is `"definition"` for the mesh's whole CPU definition, `"source"` for only the stored file `source` it reads the mesh from again) and the CPU `bytes` that costs. An asset can be in one and not the others. `totals` carries the aggregates the rows sum to, so a listing reconciles against `renderer.textureMemory()` and the `meshes` category of `renderer.gpuMemory()`. `devicePublished` and `cpuPublished` say whether the engine can answer at all, which reads differently from an engine answering with nothing resident. A row carrying an `identity` reached the device through that asset; a row without one is held under a guid no asset claims — a camera's own render target, a glyph atlas a script built. ## The diagnosis `M.diagnose(ref)` answers for one asset, from the engine's own reading rather than from what the caller asked for: ```lua local d = asset.diagnose("myTexture") if not d.usable then print(d.reason, d.detail) end print(d.primary) -- the file the type's declared `primary` resolved to ``` `reason` is one of `M.reasons()`, and each is a state the engine distinguishes: | Reason | What the engine read | |---|---| | `noSuchAsset` | nothing resolves under that name | | `noPrimaryFile` | the type's declared `primary` list matched no file in the asset's folder | | `payloadEmpty` | the primary resolved to a file holding no bytes | | `decodeFailed` | the bytes are not the payload the file claims to be — the format's identifying bytes disagree, or the engine's decoder read them and refused | | `importFailed` | an import ran over this asset's source and failed; the importer's own error text travels alongside | | `importInFlight` | an import over it is queued or running, so its payload is not settled yet | Each is the reading at the moment of the call, so a payload being removed is reported at whichever stage the call catches it: `payloadEmpty` while the file is there with nothing in it, `noPrimaryFile` once it is gone. The verdict is whether a load would succeed now — a resource already on the device stays resident under a payload that has since gone, which `M.gpuResident` reports. `primary` is worth reading even when an asset loads: a type declares its payload as a list tried in order, so an asset that lost its encoded payload keeps loading from whatever image is left beside it, including a thumbnail. Naming the file is what makes that visible. Reading the payload costs a decode wherever the engine has a decoder for the container — a ZTEX header parse, or the image decode the texture loader itself performs, taken at a single texel.
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assettype · born here
❒asset
# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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module · born here
❒asset
# validate Pure validator for `asset.create` opts — checks a creation `opts` table against the schema produced by `asset.createSchema(typeName)`. Schema in, validated opts (or a teaching error string) out. Consumed by `asset.create`, which calls `M.validate` before forwarding opts to the type's `onCreate`. No FFI, no VFS. Errors are teaching errors: they state what was wrong at which path (`opts.cfg.size`), what was expected, and then render the full creation-parameter contract so the caller can fix the call without reading the type's `behavior.luau`. Unknown parameter names get an edit-distance "did you mean" suggestion. ## Types - `ValidatorShape` — `{ kind, literals?, item?, members?, fields?, indexer? }`, the recursive shape encoding. - `ValidatorParam` — `{ name, shape?, optional?, default?, desc? }`. - `ValidatorSchema` — `{ kind, desc?, example?, open?, error?, params?, indexer? }`. ## Exports - `M.validate(schema, opts?) -> (validatedOpts?, err?)` — validate and default-fill an `opts` table against an `asset.createSchema` result. Returns `(validatedOpts, nil)` on success (a new table for `schema`-kind schemas) or `(nil, err)` where `err` is a bare teaching error string. The caller owns presentation. Handles the `legacy`, `error`, `none`, and `schema` schema kinds. - `M.shapeName(shape) -> string` — render a single parameter shape (literal unions as `"png" | "jpg"`, arrays as `{ T }`, tables as `table`, primitives as their kind, nil/malformed as `any`). Used by `asset.describe`. - `M.renderContract(schema) -> string` — render a schema's creation-parameter contract as one aligned line per parameter, with an `[extra keys]` line for open schemas. ## Usage ```luau local V = require("@builtin::assetTypes.assetType.shared.create.validate") local out, err = V.validate(schema, { bytes = png }) if err then error("asset.create: " .. err) end ```
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assettype · born here
❒asset
# Importer (asset type) An importer is a Luau function that converts a source file (GLB, PNG, CSV, custom binary) into one or more derived assets registered in the engine. Importers extend the engine's file-format knowledge — adding a new importer means "the engine now understands `.foo` files". Importers run automatically on VFS writes that match their claimed extensions. ## When to use one - You're bringing a new file format into the engine and want to derive engine-native assets from it (meshes, textures, animations, data tables). - You want one VFS write to fan out into multiple derived assets (e.g. a GLB write derives mesh, texture, and animation assets). - You want format ingestion to be idempotent + hot-reloadable — importers re-run on source-file changes. If you only need to consume an existing engine asset type, you don't need an importer; just resolve it via `asset.resolve`. If you're building an authoring tool that emits assets, that's a `.tool`, not an importer. ## Where it lives - Source: `/zero/source/.../<name>.importer/` - Identity: `<name>` (the `.importer` suffix strips). - Folder shape: - `init.luau` (or `init.lua`) — exports `canImport` and `import`, and `extensions`: the file extensions it claims, lower-case without the dot. An importer that makes one asset beside its source also exports `produces`, the type of that asset (`"texture"` makes `<stem>.texture`). **Required.** - `README.md` — instance documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** - `settings.luau` — the importer's own settings schema, declared with `Field` descriptors. Optional; an importer without one takes no settings. - `settings.yaml` — the importer's settings values. Optional. ## Settings An importer that takes settings declares them in its own `settings.luau` and receives the resolved values as `ctx.settings` in `import(ctx)`. `asset.schema(importerRef)` reports the schema, `asset.settings(importerRef)` the values, and `asset.setSettings(importerRef, patch)` changes them. What an importer stamps onto the assets it creates is typically one of these: the texture, SVG and model importers each declare `textureSettings = Field.settingsOf("@builtin::assetTypes.texture", NoSync)` — the texture type's own fields — and pass it to `asset.create` as `importerSettings`, the importer layer of each texture's settings. A change to an importer's settings counts as a change to what an import is made from, so an unchanged source is imported again after one. ## How to create one ```luau asset.create("importer", "<name>") -- Creates: /zero/source/<name>.importer/ -- init.luau (canImport / import stubs) -- README.md (instance README template) -- `folder` places it in a subfolder of /source instead of the root: asset.create("importer", "<name>", { folder = "importers" }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.importer/` folder indexes the importer with the importer registry. 2. **Dispatch.** When a file is written to VFS, the engine asks every registered importer `canImport(path, bytes)` (cheap predicate). The first importer that accepts dispatches to its `import` function. 3. **Derivation.** `import(ctx)` builds the asset (usually with `asset.create`) and returns `{ output, container, source }`: the asset it made, the container a re-import regenerates, and the file the asset keeps as its source. `ctx` carries `path`, `bytes`, `extension`, `settings`, `output`, `container`, `retainSource`, `stem` and `dir`. 4. **Idempotency.** `import` MUST be deterministic — importing the same source bytes twice produces identical derived assets. The importer pipeline uses content-hashing to short-circuit re-imports when bytes haven't changed. 5. **Hot reload.** Editing the importer reloads it; subsequent writes use the new logic. Already-imported assets stay imported with the old derivation until their source is imported again — writing the source path re-dispatches the importers, and `tools.use("importers", "run", <path>)` re-imports a target, many targets, or a whole folder on demand. 6. **Play.** A source written while play runs lands on the play shadow and imports there, so the source and its asset are kept or discarded together at play-exit. A source play holds where it stands (written before play, or by a durable write during it; `vfs.playHoldsInPlace`) cannot be moved into a new asset while play runs, so its import is owed: the job reads `owed` (reason `play-lock`), a notice names it, and it imports when play ends or pauses. `tools.use("importers", "queue")` lists owed imports and `importers.cancel` drops one. 7. **A lost live session.** While the live world session is lost and reconnecting (`vfs.sessionLost()`), every write to authored source is refused, so an import asked for then is owed rather than started, and one a drop catches part way is owed rather than failed, its job carrying the refused write as `error`; when the import had already moved its source into the asset it makes, it runs again on the source there, regenerating that asset around it. The job reads `owed` (reason `session-lost`), the notice `import owed until the live session re-establishes` names it, and it imports once the session is back, when the notice `import resumed: the live session re-established` names it and `import finished` (or `import failed`) settles it. A generation waiting on such an import completes with the asset it produces. Content this machine keeps to itself (`vfs.isSaveExcluded`: `/source/tmp/`, `/source/local/`) is written while the session is lost, so an import of a source there into an asset there runs at once. ## Re-importing over an asset an import made An import keeps its source inside the asset it makes: `art/plate.svg` becomes `art/plate.texture/` holding `plate.svg`. `import(ctx)` reads where to write from `ctx.output` (`<dir>/<stem>.<produces>` on a first import) and keeps the source with `ctx.retainSource(dest, opts?)`, which moves it to `dest` and returns where it is now. `import` returns `{ output, source }`, `source` being the file the asset keeps, which the asset's `import` provenance records as its source. - **The source written again beside the asset.** Writing `art/plate.svg` once more re-imports it into the same `plate.texture`: the new bytes replace the svg the texture retains (which keeps its guid), the written file leaves, and the asset is made again from the new bytes. Its `import` provenance counts the iteration on. - **The same bytes written again.** When the source's checksum and the importer's settings match the import that made the asset, no import runs: the asset already holds those bytes, so the written copy is folded into it, and `writeOutcome` answers `skipped` with reason `unchanged-content`, naming the asset and the file that holds the bytes. - **The asset itself.** `tools.use("importers", "run", <asset>)` re-imports a produced asset in place from the source it retains (`ctx.container` names it), so rewriting `plate.texture/plate.svg` and running it re-bakes the texture. A run that makes nothing says why: each skipped result carries a `reason` (`missing`, `no-source`, `no-claimant`, `unclaimed`). ## Discovery - `asset.list("importer")` — every registered importer. - `asset.inspect("<name>")` — claimed extensions, derivation conventions, source, this type README. - `ls /zero/source/<name>.importer` lists the files the folder holds. - `tools.use("importers", "list")` — every registered importer, with its name and identity. - `tools.use("importers", "explain", <path>)` — which importers claim a given source and which gate would block the import. ## Where a write's bytes end up An importer that claims a written source may move it into the asset it makes (the texture importer turns `shots/a.png` into `shots/a.texture/` holding `a.png`), so the path the write named stops holding the bytes. `require("@builtin::assetTypes.importer.shared").writeOutcome(path, sinceFrame, timeoutSecs)` answers where they went, for a write made on engine frame `sinceFrame` (`time.frameCount()` read before it): nil when no importer claims them, else the import's `state`, the `importer`, the asset made (`output`), the file the bytes are in now (`source`) and a `note` saying all of it. Every write that fires its side effects is offered to the importers by the same rule, whichever route made it, and the MCP `write_file` and `upload_file` answers carry this outcome as `import`. A quiet write (`{ quiet = true }`, and every `capture` save) is offered to no importer, and its bytes stay where they were written; `writeOutcome` answers `not-started` for one an importer would claim. A write whose import the running play session holds back (a fresh import moves its source into the asset it makes, and play holds a source that predates it, or that a durable write made canonical, where it stands) answers `owed` at once, with `reason` `play-lock`: the bytes stay at the written path, and the import runs when play ends or pauses. One the lost live session holds back answers `owed` with `reason` `session-lost`, and runs when the session re-establishes. `writeOutcomes(paths, sinceFrame, timeoutSecs)` answers a run of writes made together (a model, then its buffer and textures) once all of them have landed, within one wait: a folder `write_file` or `upload_file` lands every file without waiting on any import, then answers each this way. `write_file { awaitImport = false }` lands one file of such a run without waiting on its import. ## Authoring conventions - Keep `canImport` cheap — it's called for every VFS write. Match on extension or a quick header probe; defer real parsing to `import`. - Declare the extensions the importer claims as `M.extensions` and have `canImport` claim by that list. The Inspector lists them, and `require("@builtin::assetTypes.importer.shared").extensionsOf(importerRef)` answers them (lower-case, without the dot; nil for an importer that declares none). - Write the asset to `ctx.output`: on a first import that is `<dir>/<stem>.<produces>`, beside the source. The asset lands where the source was, and a re-import regenerates it in place. - Make `import` pure relative to its inputs. Don't read mutable globals or side-channel state. - Log derivations via `print` / the script log so authors can see what got produced from each source. ## Common pitfalls - **Expensive `canImport`.** It runs on every VFS write; an expensive predicate slows down the entire authoring loop. - **Non-idempotent `import`.** Re-importing produces different output → content hashing falsely caches stale results. Use only deterministic transforms. - **Conflicting importers.** Two importers claiming the same extension causes ambiguous dispatch. First-registered wins, but this is fragile — coordinate ownership of file extensions. - **Derived-asset suffixes.** Make sure derived paths end in the right `.<category>` suffix; otherwise they won't register as recognized assets. ## Related types - `.module` — for plain ingestion helpers that don't need the importer dispatch path. - `.tool` — for one-off conversions an agent invokes manually. - `.service`: a declarative content generator; an importer converts a file that already exists, a service makes content you don't have yet. ## In the Inspector Imports: the extensions the importer claims (`M.extensions`), each file it imported in this session with the state its job reached, and **Find assets it produced**, which lists the assets in the world whose import provenance names this importer.
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module · born here
❒asset
# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars, with a chomping indicator (`-` strips the final newline, `+` keeps every trailing blank line, none keeps one newline) and an indentation indicator (`1`-`9`: the content's indent past the parent's), in either order (`|-`, `>+`, `|2`, `>1-`). A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), a block-scalar header it cannot read (`|x`, `|-+`, `|0`), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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backing path · modules/api/engine/asset.module

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