main
The Weatherworks island: hub plaza, four biome sectors, bridges, weather brain + per-zone effect components, and the player setup.
main
The Weatherworks island: hub plaza, four biome sectors, bridges, weather brain + per-zone effect components, and the player setup.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2scenes/main.scene/entrypoint.luau — the main scene's bootstrap. Loaded automatically when world.startup_scene = "scenes.main" (the world's .world_settings default). The engine auto-discovers this file as a sibling of scene.json; no explicit reference needed in scene.json.
ownedAvatar( ) → void
scenes/main.scene/entrypoint.luau — the main scene's bootstrap. Loaded automatically when world.startup_scene = "scenes.main" (the world's .world_settings default). The engine auto-discovers this file as a sibling of scene.json; no explicit reference needed in scene.json. What this scene sets up 1. scene.json materializes the static entities (ground plane) + lighting (ambient + directional + procedural sky) AND the player setup: a PlayerPrototype (with its body + CameraRig) under PlayerSetups, and a PlayerSpawn under Spawns. 2. THIS file's lifecycle callbacks run as their canonical events fire. 3. On join, the PlayerSpawn clones the prototype for the connecting user: the clone root becomes their hidden identity, the prototype's body is adopted as their avatar (placed at the PlayerSpawn's transform), and the CameraRig follows that body. 4. localPlayerReady fires once the local player's body is ready. The scene's top-level `player` intent (`"spawns"`) drives this. Edit the PlayerPrototype's body / CameraRig and the PlayerSpawn's transform in scene.json (or in the editor) to customize the avatar, camera, and spawn placement. Lifecycle callbacks The loader scans top-level `function name(...)` declarations and routes each into its canonical event dispatch. Hot-path callbacks (update / editorUpdate / per-player events) are commented out by default — uncomment only what you need. Load + unload hooks Player-spawn self-heal. The engine's automatic per-user spawn can land on a stale sync connection during an edit->play flip, leaving the avatar owned by a dead peer: the character controller then treats it as a remote replica and refuses to simulate (no gravity, no input). Detect that state after load and respawn through the same PlayerSpawn/prototype flow under the live connection.
followOwned(av: ?) → void
| arg | type | description |
|---|---|---|
| av | ? |
dedupeOwned(keepAvatarId: ?) → void
Drop duplicate owned identities: slow ownership resolution can let the respawn fire while a first spawn was still becoming local, leaving two controllable bodies. Keep the one the registry resolves.
| arg | type | description |
|---|---|---|
| keepAvatarId | ? |
ensureOwnedPlayer( ) → void
onLoad( ) → void
Main showcase scene: hub island with bridges to four weather biome zones (temperate storm, desert, alpine, rainforest).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.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
These counts cover only the parts this page shows. Problems on the parts it leaves out are not counted here.
Inside
34 problems across 2 itemsagent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.