# Scene (asset type)
A scene is a saved, loadable snapshot of an entity scenegraph inside a
world: the entity hierarchy, transforms, components, lighting, and a
declared `player` intent, plus an auto-discovered startup script. A scene
is the unit of "level" or "screen" — a title screen, a lobby, a gameplay
area, and an end-of-game summary each get their own scene.
Scenes load as **layers**. One root scene is active at a time; additional
scenes can load additively as overlays on top of it. Each scene owns its
own multiplayer relay room. Switching scenes is a local call: the client
that makes it leaves the old scene's room and joins the new scene's room.
## When to use one
- You want a savable, re-loadable snapshot of an entity scenegraph plus
its lighting and player setup.
- You want a runnable starting state for a level or screen.
- You want a scenes-as-data flow: `layers.load("lobby")`, edit live, then
`layers.active:save()` to publish the edits back to the scene.
For a reusable entity assembly (a prop, a vehicle, a UI panel) that many
scenes spawn into themselves, use a `.bundle`. A scene is a whole-world
snapshot; a bundle is one prefab that lives inside scenes.
## Folder shape
A scene asset is a folder ending in `.scene`. Its identity is the folder
name with the suffix stripped (`Lobby.scene` → `Lobby`).
- `scene.json` — the scenegraph: `entities[]`, lighting, and the
top-level `player` intent. **Required.** Written by the engine — a build,
a save, a human dragging something in. Not hand-edited.
- `build.luau` — what the scene is made of, written as code. Runs while you
author; saving bakes its result into `scene.json` (see Building a scene).
- `entrypoint.luau` — the startup script. Auto-discovered as a sibling of
`scene.json`; define lifecycle callbacks here (see The entrypoint).
- `<name>.<type>/` — an asset the build makes, authored here by `build.asset`
(see The assets a build makes), alongside `.build.assets`, which records
which `build.luau` produced each of them.
- `prefabs/` — optional subfolder for scene-local bundles.
- `scripts/` — optional subfolder for scene-local Luau helpers, required
from `entrypoint.luau`.
- `README.md` — optional per-scene notes about THIS scene. Author one only
when there is scene-specific detail worth recording; the general scene
model lives here, in `guides { path: "types/scene" }`.
`scene.json` is version 7. It carries `"format": "scene"`,
`"version": 7`, an `entities[]` array, and a top-level `"player"` string
intent.
## The `player` intent
Every scene declares how it handles players with a top-level `player`
field in `scene.json`:
- `"spawns"` — the scene carries an authored player setup, and the engine
spawns a player for each connecting user from it. This is the default
for a freshly created scene.
- `"none"` — the scene spawns no player and authors no camera. Author your
own Camera entity for the view (menus, UI-only screens, cinematics).
### How `"spawns"` works
A `"spawns"` scene authors two things in `scene.json`:
1. A **PlayerPrototype** — an entity carrying the `PlayerPrototype`
component, whose `body` field names a child entity (the body). The
body carries an avatar (an `Asset` pointing at an avatar, e.g.
`@builtin::avatars.humanoid`). A `CameraRig` child carries a `Camera`
with a camera behavior (e.g. `orbital_follow`). The prototype root is
authored `PrototypeOnly` so it exists as a clonable template.
2. A **PlayerSpawn** — an entity carrying the `PlayerSpawn` component,
whose `prototype` field names the PlayerPrototype to instantiate and
whose transform is where players appear.
The scaffolded scene groups these under two organizing entities,
`PlayerSetups` (holding the prototype) and `Spawns` (holding the spawn),
so the authoring tree stays legible.
On each user join — entering play, and each subsequent connect — the
engine runs the spawn for that user:
- It clones the PlayerPrototype subtree.
- The clone root becomes the user's **internal identity** — a registry-only
entity named `user` carrying the `UserIdentity` component. The identity
is the anchor for who the player is; it has no world presence.
- The body named by `PlayerPrototype.body` is adopted as the user's
**avatar** — their visible presence in the world — and placed at the
PlayerSpawn's world transform. Move the PlayerSpawn (or drag it in the
editor) to set where players appear.
- The `CameraRig`'s Camera follows the bound avatar.
The player prototype is live in edit mode so you can see and adjust it. In
play mode it is deactivated and marked internal — it stays a clonable source while
each user gets their own clone.
### Reaching the live player
The player surface lives on the root scene's registry,
`layers.active.players`:
- `players.localPlayer` — this client's player, a curated handle.
- `players.localReady` — `true` once the local player's avatar is bound
(or the scene opted its avatar out).
- `players:list()` / `players:count()` — the players connected in this
scene's room.
- `players:get(userId)` — a connected player by account id.
- `players:ownerOf(avatar)` — the player whose body is a given avatar.
A player handle is a data record about who the player is, plus a link to
their body:
- `player.avatar` — the body's entity ref. Act on the body through it
(`player.avatar.position`, raycasts, rig access).
- `player.isLocal` — whether this client owns the player.
- `player.ready` — whether a live avatar is bound.
- `player.userId` / `player.identity` / `player.displayName` — the
player's account identity.
- `player.avatar = ref` — bind a live body entity as the player's body
(assign nil to clear). To use a `.bundle` / `.avatar` asset, spawn it
into the world first, then bind the resulting entity.
The player's identity entity is the internal anchor; the handle exposes the
body (`player.avatar`) and the player's data, and reaching for
`.entity` / `.id` / `.component` raises with a redirect to `player.avatar`.
## Building a scene
`build.luau` declares what the scene holds. It is ordinary engine code —
`entity.spawn`, `component.add`, transform writes, `for` loops, a `require`
of a module that computes a layout — and what it creates is what ends up in
the scene.
```lua
function content()
for i = 0, 4 do
local crate = entity.spawn("crate")
crate.localPosition = { i * 2, 0.5, 0 }
crate.component.add("Model", { model = asset.resolve("cube", "mesh") })
end
end
```
The build runs while you author, in **edit** mode, and what it created lands in
the live scene. Saving the scene bakes it into `scene.json`, which is what makes
the entities durable content: a human can select and inspect them, they
replicate, and they are there when the world opens without `build.luau` running
at all. Play mode never runs it — in play the entities load from `scene.json`
like anything else the scene holds.
**Editing the file rebuilds the scene in place.** Writing `build.luau` is the
signal; there is nothing to reload, and the rebuild saves. An entity keeps the
id it had, so a reference to it — a spawn naming a prototype, another entity's
component naming this one — survives every rebuild. Add a crate to the loop and
the other four do not move.
The write returns as soon as the file is on disk and the rebuild finishes behind
it, so what it landed comes back as a notice:
```
[info] a write to build.luau rebuilt the scene { content="6", scene="scenes.main",
editorOnly="1" }
```
An edit saved while a rebuild is still running is an edit to code that rebuild
has already read, so it gets a rebuild of its own once that one finishes, and
says which it was:
```
[info] a write to build.luau arrived during a rebuild and was rebuilt after it
{ content="7", scene="scenes.main", editorOnly="1" }
```
Several edits saved during the same rebuild get the one run after it, which
reads the file as it stands then.
A scene that declares a build also runs it when it **loads** in edit, so the
scene shows what the code says now, including an edit made while the world was
closed. A load whose `.build.state` records the current script reads
`scene.json` as the build and runs nothing. When the load does run it, a
world's own scene saves the result, unless the scene holds unsaved edits: those
stay the author's to keep or discard, and the file write waits for their save.
A library scene (one under `/libs/`, the `@builtin` library included) is read
by its load: the build lands in the live scene and its files stay as the
library states them. Play reads `scene.json`, so it comes up without that build
until `:build()` saves it.
### The two surfaces
- `content()` — the scene's own entities. Present in play.
- `editorOnly()` — entities present while authoring and absent in play. They
carry the `EditorOnly` participation the runtime deactivates and hides when
play begins, and they are baked too, so a collaborator opening the world sees
the same ones. Anything an author needs to see and a player does not goes here
— an alignment guide, a spacing marker, a debug volume.
Both are optional. A scene with neither has no build.
### What a rebuild touches
Only the entities the build itself placed. Anything a human dragged in, or a
tool placed directly, is invisible to a rebuild and never moved or removed.
Within what it owns, the build is authoritative: an entity the code stopped
emitting is despawned, a component it stopped adding is removed.
The build writes its own name and each entity's place in the hierarchy onto the
entity, and `scene.json` records that pair beside the entity's name and
transform — which is why a rebuild after a reload, in a later session, lands on
exactly the entities it placed the first time without anything having been
remembered.
### When the file did not change
`:build()` runs the build against what it resolves right now — for the case
where something the builder *reads* changed and the file did not: a module it
requires, an asset it resolves. After a write it is unnecessary; the write has
already run it.
```lua
layers.active.asset:build() -- rebuild and save
layers.active.asset:build({ save = false })
```
It answers with how many entities each surface placed —
`{ content = 6, editorOnly = 1 }` — and with nil for a scene that has no
`build.luau`. Called while a build for that scene is already running, it returns
at once with `{ inFlight = true, scene, trigger, startedBy, message }` naming
that build instead of starting a second one; `inFlight` is what tells the two
answers apart.
An operation the bake cannot hold is **refused** rather than applied. A build
accepts what its records carry: entity lifecycle, transforms, hierarchy, names,
visibility, active state, participation mode, network scope, attributes, and
components with their public data. Anything else raises while the build runs,
naming the operation and the build it answered to, instead of leaving the scene
depending on something no reload brings back. When that happens the previous
build stays exactly as it was. A runtime resource a build needs — a mesh it
generates, a texture it writes — is made as an asset instead, below. Everything
else a refusal names goes outside the builder, or into a component the builder
attaches, which runs at play.
### The assets a build makes
`build.asset(type, name, produce)` makes an asset the build's content names — a
mesh a lathe produces, a texture a pattern writes. `produce` takes nothing and
returns the creation parameters `asset.create` takes for that type; the call
returns the asset's `AssetRef`, which is what a component field holds.
```lua
function content()
local tower = build.asset("mesh", "tower", function()
local positions, indices = lathe(profile, 16)
return { positions = positions, indices = indices }
end)
entity.spawn("tower").component.add("Model", { model = tower })
end
```
The asset is authored inside the scene's own folder — `Lobby.scene/tower.mesh`
— and the scene records which `build.luau` produced it in `.build.assets`. So
`produce` runs when the build script changed and never otherwise: a reload
re-runs the build and reuses the asset, while editing the profile re-authors
`tower.mesh` **in place**, keeping its path and its guid. That is what holds the
reference — `scene.json` names assets by guid.
For a part of a scene that several scenes place — or that one scene places many
times with different settings — see `guides { path: "types/sceneModule" }`,
which is the same idea with declared `inputs` a placement sets.
`guides { path: "core/scenes-as-code" }` covers both.
## The entrypoint
`entrypoint.luau` is the scene's **runtime** — what happens while the game is
being played. What the scene *is* comes from `build.luau` above; nothing here
has to construct it.
`entrypoint.luau` is auto-discovered as a sibling of `scene.json`. The
loader runs it in a fresh environment and folds its top-level
`function name(...)` declarations into the matching scene lifecycle event.
Define the callbacks the scene needs — the recognised set:
- `onLoad()` — the scene loaded in **play** mode. Gameplay-start hook,
runs on every connected client.
- `onHostLoad()` — the scene loaded in **play** mode, on the client that
owns the scene's synced content (the relay room creator; offline and
single-player count as host). Fires once. Entities spawned here — and
anywhere downstream — become synced automatically, so this is where
shared world content is spawned: it runs on exactly one peer, and every
other peer receives the entities from the relay snapshot.
- `onEditLoad()` — the scene loaded in **edit** mode. Custom per-scene
authoring tools. Writing this file while the scene is loaded in edit mode
reloads its layer, so the new `onEditLoad` runs after the previous load's
`onUnload`.
- `onUnload()` — before the scene's entities are torn down. Extra cleanup;
engine-managed teardown (entity despawn, resource release) runs
separately.
- `update(dt)` — per frame in play mode, while the gameplay clock
runs.
- `editorUpdate(dt)` — per frame in edit mode, running or paused.
Play-paused ticks neither hook. The scene loader partitions these
strictly on mode; a component's hooks of the same name read
`engine.paused` instead, so the two rules differ — `man components`
has that table.
- `localPlayerReady(player)` — once the local player's avatar is ready.
Gameplay wiring for the local player: attach state, bind UI, swap the
avatar. The avatar is already placed at the PlayerSpawn, so this is for
behavior, not positioning.
- `playerJoined(player)` — a remote player joined this scene's room. Use
for per-player UI (nameplates, greetings). The local player arrives
through `localPlayerReady`.
- `playerLeft(eid)` — a remote player left this scene's room. Receives the
departed entity's id (the entity is already despawned).
Each scene's entrypoint runs in its own environment, so two scenes can
declare the same top-level names without clashing. Keep each callback
short; push per-scene logic into `scripts/` modules and `require` them.
## Layers
Scenes load through the `layers` namespace.
- `layers.load(ref, opts?)` — load a scene. `ref` is a scene AssetRef or
identity string. Without `opts.additive`, this is a **root** load: it
replaces the current root scene. `opts`:
- `additive` — load as an overlay alongside the current root instead of
replacing it.
- `persistent` — keep an additive overlay mounted across mode flips and
root swaps.
- `origin` — a `{x, y, z}` world offset for the overlay's entities.
- `deferred` — spread the entity spawn across frames (for
thousand-entity scenes); the load signals complete only once the
scene has settled.
- `layers.active` — the current root scene proxy (nil before any load).
- `layers.list()` — every loaded layer (root + additive overlays).
- `layers.find(ref)` / `layers.is_loaded(ref)` — look up a loaded layer by
ref.
- `layers.onLoad(cb)` / `layers.onUnload(cb)` / `layers.onBeforeLoad(cb)` —
subscribe to every scene load / unload (distinct from a scene proxy's
own `:on_load` / `:on_unload`, which fire only for that scene).
A root scene carries the `players`, `camera`, and `settings` surfaces;
additive overlays inherit the root's players and lighting and do not carry
their own.
### The scene proxy
`layers.active` (and `layers.find` / `layers.list` entries) returns a
scene proxy:
- Fields: `.guid` (canonical identity), `.name`, `.path`, `.asset`,
`.additive`, `.visible`, `.state` (`"loading"` → `"loaded"` → `"ready"`
→ `"unloading"`), `.ready`, `.players`, `.camera`, `.settings`,
`.entrypoint`.
- `.camera` — a proxy over the scene's primary camera entity; read and
write the live Camera component through it, and
`.camera.behaviors._list()` enumerates the available camera behaviors.
- `:save(opts?)` — publish the live scenegraph to canonical `scene.json`
(see Saving). A convenience that forwards to the scene ASSET's `save`
(`self.asset:save(opts)`): the proxy is the runtime view and owns nothing
on disk, so persistence lives on the asset.
- `:reload()`: unload and reload the same scene (a runtime respawn). A scene
with a `build.luau` runs its build again and saves the scene, so `scene.json`
holds what the reload built and the next play loads it; a library scene's
rebuild lands in the live scene alone.
- `:clearDirty()` — discard unsaved edits and respawn from canonical.
Forwards to the scene asset's `discard` (`self.asset:discard(opts)`).
- `:sceneAsset()` — the durable `AssetRef<scene>` this live layer maps to.
- `:promoteDirty()` / `:writeDirty()` / `:hasDirty()` — manage the dirty
overlay directly.
- `:unload()` — despawn the layer and free its slot.
- `:onReady(cb)` — fire once the scene reaches `ready` (latched: a late
subscriber fires immediately).
## Multiplayer & relay rooms
Every scene has its own relay room, keyed by the world guid, the boot
profile, the mode, and the scene guid. Switching scenes with
`layers.load` runs a room transition — leave the old room, tear down,
join the destination scene's room — all on the client that made the call.
Teardown of the old scene never leaks to peers in the new one.
In play mode connected to a relay, the scene's entities are
host-authoritative: only the room creator instantiates them (marked
synced), and every joiner receives them from the relay snapshot rather
than spawning their own. This is why shared world content belongs in
`onHostLoad` — spawning it in `onLoad` would run on every peer and
duplicate it. Each player's own avatar spawns per-user from the
PlayerSpawn on every client.
Edit mode and offline boots spawn locally and never auto-sync.
## Loading and saving
**Loading** — `layers.load(ref)` for a root scene:
1. Despawns the current root scene's non-persistent entities.
2. Instantiates the entities from `scene.json` (including the player
prototype and spawn for a `"spawns"` scene).
3. Applies lighting and sky.
4. Runs `entrypoint.luau` and fires lifecycle callbacks as their events
occur.
**Saving** — persistence lives on the scene ASSET. `sceneRef:save()`
writes the scene's current state back to canonical `scene.json`; when the
scene is loaded it captures the live scenegraph, and when it is not loaded
it promotes the pending dirty overlay. `layers.active:save()` is the
convenience form — it forwards to the active layer's mapped asset
(`layers.active.asset:save()`). Writing canonical is the only path that
does so: edit ↔ play cycles never save, so hitting play to test never
overwrites the scene. Between saves, live edits accumulate in a per-scene
dirty overlay that the loader merges on top of canonical.
`sceneRef:discard()` throws the overlay away and restores the saved state
— deleting the overlay, and respawning the live layer when the scene is
loaded. It works whether or not the scene is loaded, because the overlay
belongs to the asset, not the runtime layer. `layers.active:clearDirty()`
forwards here. Saves capture entity data, not the entrypoint script —
edits to `entrypoint.luau` and `scripts/` are always preserved.
`opts.to` on `save`/`discard` targets a different scene ("save as"),
taking either a bare name (`"level_2"`) or a full VFS path.
**What a record states.** A component's record in `scene.json` holds the
fields that instance's configuration states: the keys of the table it was
added with (a `build.luau` call's own init table, or the record it was
loaded from) and every field written since, through code, a tool or the
inspector. A field nothing set stays out of the record and takes the
component's declared default each time the scene loads, so changing that
default reaches every entity that left the field to it. To have an entity
follow the default again, remove the field from its record. A field set on a
live entity after its record was made is a change the scene review names
(`sceneAuthoring.changes` lists it as `+ Type.field = value`), and accepting it
writes the field into the record. A scene saved
before records were stated this way holds every field; those values load
and save as they are, since a stored value cannot be told apart from one an
author chose, and a hot reload that changes a default one of them shadows
names it. A stored field the component no longer declares is named by a
`[component.add]` warning when the record loads and left out of the next
save.
## Lighting
Lights are ordinary entities: a directional light, an ambient light, and
a sky are entities carrying `Light` / `ProceduralSky` components in
`scene.json`. Author, move, and tune them like any other entity. If a
scene is missing any of {directional light, ambient light, sky}, the
loader adds a temporary default for the absent one so a scene never loads
dark or skyless; the defaults are never saved into the scene.
Scene-level lighting state that is not an entity — clear color and sky
descriptor — lives under `layers.active.settings.lighting` (`clear_color`,
`sky`); writing those fields updates the engine live.
## Modes
Scenes load in both edit and play mode (see `man modes`). The mode
governs behavior:
- An entrypoint's `update(dt)` runs in play while the gameplay clock
runs, and its `editorUpdate(dt)` runs in edit. A component's hooks of
the same name follow the clock rather than the mode — `man
components` has the four states that produces.
- Player prototypes are live in edit and deactivated + internal in play,
where each user instead gets a clone. `EditorOnly` entities follow the
same edit-live / play-internal toggle.
- `onLoad` / `onHostLoad` fire on a play-mode load; `onEditLoad` fires on
an edit-mode load.
## How to create one
```luau
asset.create("scene", "<Name>")
-- Creates /zero/source/<Name>.scene/ with:
-- build.luau where this scene's content is written. A new one starts
-- with the sun / ambient / sky lighting and the "spawns"
-- player setup, commented for editing — everything else the
-- scene comes to hold is written here too.
-- scene.json what that code produces, baked.
-- entrypoint.luau commented lifecycle-callback stubs.
```
A freshly created scene has a player with a following camera on the first press
of play. It carries no ground, so the first thing to author is what the player
stands on — a `content()` line away in `build.luau`.
## Discovery
- `asset.list("scene")` — every registered scene.
- `asset.inspect("<name>")` — entity count, lighting summary, source path,
and this type README.
## Authoring conventions
- Keep static layout in `scene.json` — geometry, lights, props, the player
prototype and spawn.
- Keep dynamic setup in `entrypoint.luau` lifecycle callbacks — event
listeners, gameplay state, services attached to spawned entities.
- Spawn shared, synced world content from `onHostLoad`; spawn each
player's own gameplay wiring from `localPlayerReady`.
- Set the world's startup scene in `/.world_settings` — that is the scene
the world boots into.
- Y is up; +Z is forward.
- Renaming the folder changes the scene's identity — update every
`layers.load` callsite and the world's startup-scene field.
## Related types
- `.bundle` — reusable entity hierarchies that scenes spawn into
themselves.
- `.service` — cross-scene background work that outlives a scene load.
- `.world_settings` — picks the startup scene and world-level renderer /
physics options.
## In the Inspector
Selecting a scene opens its **Scene** section, read from `scene.json` without loading the scene: how many entities it holds, how many of them are roots (and their names), how players join and the file's format version when it states them, and whether the scene has edits not yet saved.
# Light
Adds a light source to an entity. The entity's world transform determines the light's position (point) or direction (directional). Point light positions are auto-synced from that world transform, so a light on a child entity burns where the entity stands — the position `entity.position` reports. A point light's `intensity` is on one scale with the `SpotLight` component's `intensity`/`brightness`: the same number at the same `radius`/`range` puts the same light on a surface either kind faces from the same place, and a spot spends it on the cone it opens on rather than all around itself.
Kinds: `"point"`, `"spot"`, `"directional"` (the scene's sun), `"ambient"`, `"distant"` (a parallel light beside the sun).
Public fields: `kind`, `colorR/G/B`, `intensity`, `radius`, `directionX/Y/Z`, `castsShadows`, `lightChannels`, `mobility`. `range`, `color` and `direction` are aliases accepting the composite/renamed forms.
Methods: `:setColor(color)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:setIntensity(i)`, `:setRadius(r)`, `:setDirection(dir)`, `:setKind(lightKind)`.
`kind = "spot"` opens a cone along the entity's forward axis, at the engine's default 30° outer and 20° inner half-angles; the `SpotLight` component is the one that carries the cone angles and the `face` axis as fields. `"directional"` and `"distant"` are parallel lights: they arrive from the same direction at every point in the world and no distance attenuates them, so their `intensity` reads against the sun's rather than against a point light's. The `SpotLight` README carries the rest of how to balance a mixed point-and-spot rig.
```luau
entity(id).component.add("Light", { kind = "point", intensity = 2, radius = 10 })
entity(id).component.add("Light", { kind = "directional", direction = {-0.5, -1, -0.3} })
```
# scene runtime
What a `.scene` folder does when it is loaded, saved, built, or swapped.
A `<name>.scene/` carries `scene.json` (the entity arrangement), an optional
`build.luau` (the code author's half), an optional `entrypoint.luau`, and a
`scene_dirty/` overlay of unsaved edits. Reading, composing and writing all
four is the scene type's own behaviour, so it lives in the type.
## Sub-modules
| Module | Responsibility |
|---|---|
| `loader.module` | Reads scene.json v6 and v7, refuses versions it does not know, composes canonical + dirty overlay, spawns the entities, and runs the entrypoint. |
| `saver.module` | Persists scene state as a delta overlay against the canonical file, promotes that overlay on save, and answers which edits are still pending. |
| `build.module` | Runs a `build.luau` inside an entity capture scope and composes what it spawned into scene records. |
| `observe.module` | The read side — the per-scene counts and costs `layers` and `loader` write. |
| `swapOrchestrator.module` | Drives multiplayer room transitions and the scene-swap gate, so a local swap does not leak despawns to peers in the old room. |
## Reaching it
```luau
local rt = require("@builtin::assetTypes.scene.shared")
rt.saver.hasPendingSceneEdits(layers.active.name)
```
Fields resolve lazily. The prelude installs `swapOrchestrator` and starts
`saver`'s dirty writer in a fixed order, which a table that required all five
on load would take away from it.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# Component (asset type)
A component is a reusable behavior + data unit attached to an entity.
The component file declares public fields, methods, and lifecycle
callbacks; the engine instantiates one per attachment and drives its
hooks every frame. Components are the primary unit of gameplay code —
movement, AI, animations, UI panels, network sync, and per-entity state
all live here.
## When to use one
- You need per-entity state that survives across frames.
- You need per-entity behavior driven by engine lifecycle hooks
(`start`, `update`, `destroy`).
- You want to expose configurable fields to designers / `entity.spawn`
callers / scenes without code changes.
If you need a global service that outlives any entity, use a `.service`
instead. If you need a stateless pure-function library, use a `.module`.
## Where it lives
- Source: `/zero/source/.../<Name>.component/`
- Identity: `<Name>` (the `.component` suffix strips from the
identity, but the folder retains the suffix on disk).
- Folder shape:
- `init.luau` (or `init.lua`) — declares the component. **Required.**
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
The structural contract is enforced by `asset.validate` against this
type's `type.yaml`.
## How to create one
Always start with the scaffold — it guarantees the folder shape
matches `type.yaml` from the moment it's on disk:
```luau
asset.create("component", "<Name>")
-- Creates: /zero/source/<Name>.component/
-- init.luau (canonical declare + public block + hooks stubbed)
-- README.md (instance README template)
```
After scaffolding, edit `init.luau` to fill in the actual fields and
behaviour. The component registers as soon as the file is written —
hot-reload is automatic; no engine restart required.
## How it operates
1. **Registration.** Writing `init.luau` into a `.component/` folder
indexes the asset, mints a guid (in the `.meta` sidecar), and
surfaces the type to the engine's component registry. Same-frame
visible to `entity.component.add`.
2. **Attachment.** `entity(id).component.add(name, data)` (or the
batch form `tools.use("entityOps", "addComponents", targets,
{ [name] = data })`) attaches an instance.
The `data` table's fields override the component's declared
defaults; omitted fields take the declared default. The `data`
values are copied into `public.*` BEFORE `awake()` runs.
3. **Lifecycle.** The hooks run in this order:
- `awake()` — same frame as attach, immediately after the data
copy. Initialise state, set up native bridges, register with
other systems. Other components on the same entity may not have
awoken yet.
- `start()` — the next frame. Every component on the entity has
completed `awake()` by then, so cross-component setup is safe
here.
- `update(dt)` — same frame as `start()`, then every frame after,
for as long as the gameplay clock is running. `fixedUpdate(dt)`
runs beside it on the fixed timestep; `editorUpdate(dt)` runs
while the clock is held. Which of them ticks is decided by
`engine.mode` AND `engine.paused` together — see **Per-frame
hooks and the two axes** below, and `man modes`.
- `onDestroy()` — when the component is removed via
`component.remove` or when the owning entity is despawned.
Release resources, drop native ECS components.
For the full list (`onEnable`, `onDisable`, `fixedUpdate`,
`editorUpdate`, `onPropertyChanged`, `onAssetReload`,
`onModuleReload`,
`onBeforeSave`, …) and the timing details, **read `man components`
— that is the canonical lifecycle reference. Generic component
patterns (declare blocks, public fields, sync, ECS bindings,
typed methods) all live there.**
4. **Public surface.** Fields declared in `public` are inspectable,
editable in the inspector, and persist with the entity. Methods are
declared on that same table with a colon —
`typed function public:method(args)` — and every one of them takes
the component ref as `self`, so a caller invokes it with a colon
too: `entity(id).component.get(name):method(args)`. That is the one
calling convention a component ref answers to: the reflection
methods `ref:fields()` / `ref:getField(name)` /
`ref:setField(name, value)` take the same spelling. A function the
chunk declares at file scope (`function helper()`) is the
component's own, reachable from its hooks under its bare name;
`public` is what the ref carries.
5. **Settings and the Inspector card.** `type.yaml` names the component's
settings schema as `settings: { schema: { instance: "init.luau",
export: "public" } }`: the `public` table IS the schema, and its values
live on each entity the component is on, so `asset.schema(componentRef)`
answers the Field descriptors and no values file exists. On an entity
the Inspector shows the component as a card whose generic `settings`
section edits those fields as typed controls, each edit checked against
the schema and written to the live component as one undoable operation.
`type.yaml` also names `inspector: { instance: "inspector.luau" }`: a
component that ships an `inspector.luau` beside its `init.luau` shapes
its card — the file returns `{ sections, replace, order }` (see
`assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)`
reading `ctx.component` (the live component) and `ctx.selection.id` (the
entity). `SceneModule.component/inspector.luau` replaces `settings` with
the bound module's declared inputs.
6. **Events.** An `events` block declares typed moments the component
fires from inside — `events = { onHit = Event({ dmg =
Field.number(0, NoSync) }) }`. The owner fires with
`events.onHit:fire({ dmg = 10 })`; outside code subscribes through
the proxy's subscribe-only facade,
`entity(id).component.get(name).events.onHit:connect(fn)`
(`:once` / `:wait` too). Pass `Sync` as the event's second argument
to replicate a fire to other peers. Events let one component react
to another's moments without polling. Full reference: **`man
components`**, Events section.
7. **Hot reload.** Editing `init.luau` reloads the component
definition; live instances are reconciled with the new declaration
in-place, and each crosses one lifecycle boundary: `onDestroy()`
ends the running life, then `awake()` and `start()` construct the
one that replaces it, and `update()` resumes on the next frame.
`public` and `private` values carry across; module-level `local`s
belong to the chunk, so the new life starts with them at their
initial values and its `awake`/`start` are what fill them in.
Whatever the old life handed elsewhere — a subscription, a shared
registration, a spawned entity — is released in `onDestroy`, the
call that pairs with the construction about to run. An edit that
leaves the source byte-identical crosses no boundary at all.
A field carries its value across when something stated it: a key of
the `data` table the instance was attached with (a scene record's
data is that table), or a write made since. Every other field takes
the edited source's declared default, so changing a default reaches
every instance that left the field to it. An instance that states
its own value for a field whose default the edit changed keeps that
value, and the reload logs a `[HotReload]` warning naming the field,
the entity, the value kept and both defaults.
## Discovery
- `asset.list("component")` — every registered component (engine +
world + libraries).
- `asset.inspect("<name>")` — identity, scope, public fields,
lifecycle methods, source path, and this type README. `detail`
carries the component's declared `fields`, `methods`, and `events`,
parsed from its source — `tools.use("assets","describe", "<name>")`
renders it as markdown, so a component's events are visible without
opening its source.
- `ls /zero/source/<Name>.component` lists the files the folder holds.
- `entity(id).component.list()` — components attached to an entity.
## Per-frame hooks and the two axes
`engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay
clock) are independent, and the per-frame hooks read them separately:
- `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is
running** — whichever mode the engine is in.
- `editorUpdate(dt)` ticks while **the clock is held** — because the
mode is `edit`, or because play is paused — and also alongside
`update` whenever edit is running.
Which gives four states, and this table is the contract:
| `engine.mode` | `engine.paused` | hooks that tick |
|---|---|---|
| `edit` | `true` | `editorUpdate` |
| `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` |
| `play` | `false` | `update`, `fixedUpdate` |
| `play` | `true` | `editorUpdate` |
Entering edit sets `paused = true` and entering play sets it back to
`false`, so a session that never writes `engine.paused` only ever sees
rows 1 and 3 — which is where the shorthand "`update` is the play tick,
`editorUpdate` is the edit tick" comes from. It is the two default rows
of a four-row table, not the rule.
**Row 2 is the one that surprises.** With `engine.paused = false` in
edit — set by hand, or by a tool that advances the gameplay clock to
sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate`
both fire, once each, every frame. A component that declares both and
routes them to one body therefore runs that body **twice per frame**:
```luau
local function drive(dt) ... end
function update(dt) drive(dt) end
function editorUpdate(dt) drive(dt) end -- twice per frame in row 2
```
Nothing reports the doubling; it reads as an animation running at twice
its intended speed. To get exactly one tick per frame in every row, ask
which axis you meant and answer it in the body:
```luau
function update(dt) drive(dt) end
function editorUpdate(dt) if engine.paused then drive(dt) end end
```
A scene `entrypoint.luau` declaring the same two hook names is dispatched
by the scene loader, not by this table: there `update` needs play AND
running, `editorUpdate` needs edit, and play-paused ticks neither. Read
`man scenes` before carrying a component's rule to an entrypoint.
## Authoring conventions
- Annotate public fields with `--!desc` so the inspector + LSP show
documentation alongside the field name.
- Declare lifecycle hooks (`start`, `update`, `destroy`) explicitly
rather than relying on engine defaults — readers can see at a glance
what runs when.
- Keep `update(dt)` cheap — it runs every frame per instance. Move
heavy work to `start`, to a service, or behind a job (`man jobs`).
- For multi-entity batching, prefer
`tools.use("entityOps", "addComponents", targets, components)` over
a loop of `entity(id).component.add` — it takes many targets and
many components in one call.
## Common pitfalls
- **Naming.** The component identity is the folder stem with
`.component` stripped (e.g. `<Spinner>.component/` → identity
`Spinner`). Don't repeat the suffix in the identity passed to
`component.add`.
- **`init.lua` vs `init.luau`.** Either is accepted (it's a
`one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both
in one folder is invalid.
- **`update` in edit mode.** It runs whenever the gameplay clock is
running, and entering edit stops that clock — so `update` is idle in
a freshly-entered edit session and ticks again the moment anything
sets `engine.paused = false`. Use `tools.use("wld", "play")` to test
update logic under the mode it ships in; `tools.use("wld", "edit")`
to return. See **Per-frame hooks and the two axes** above.
- **Renaming.** Renaming the folder changes the identity. Update
every `component.add(<oldname>, ...)` call and the scene JSON
entries that reference it.
## Related types
- `.module` — pure-function library, no per-entity state.
- `.service` — globally-scoped behavior, no per-entity state.
- `.preset` — a captured component configuration, replayable into
`component.add` without re-typing fields.
- `.bundle` — entity hierarchies that may carry component attachments
as part of the bundle.
## In the Inspector
Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
# modules.api.engine.dirty_hot_reload
Picks up dirty-overlay changes from disk while a scene is loaded in
edit mode, applies them to the live entities, and keeps the in-memory
representation in lockstep with `scene_dirty/` files. Pairs with
`scene_saver` (writes deltas) + `scene_loader` (composes canonical +
overlay at load time).
## Parents
A record's `parent` names the entity it stands under: the entity whose id is
that text, else the entity whose display name is exactly that text. A `*` or
`?` in it is a character of the name, never a pattern.
A record whose parent no entity provides waits. An entity that does not stand
yet is not built, one that already stands keeps its state, the layer logs the
record once, and `debugState(guid).waiting` maps its id to the parent it
names. While a record waits, the scene saver leaves it as it stands rather
than writing a standing entity's older state over it, until an author edits
that entity, which the saver then records as it stands. When a record builds
an entity, the records waiting on that entity's id or display name are built
under it, so a child record that arrives before its parent's record lands
where a load of both places it. Each waiting record is built as its overlay
file states it at that moment, so a record rewritten while it waited,
including by this session's own saver, builds from its current bytes. A load
gives the same account of a record whose parent stays missing: the loader
abandons it with `parentMissing`.
# playerSetupValidation
Agent-facing validation for authored player setups. A player-spawn scene is built from PlayerSpawn entities (each naming a PlayerPrototype subtree to instantiate on join) and PlayerPrototype roots (marked PrototypeOnly, carrying a Camera in their subtree and a `body` field naming the entity to adopt). `checkEntity` inspects one such entity and returns human-readable messages that name what is wrong and what to do about it; `checkScene` validates the scene's player intent against its PlayerSpawn / Camera counts; `checkActiveScene` runs both across the live active-layer scene and returns a flat `{ entity, message }` list — the queryable surface an agent reads to see what to fix.
`checkActiveScene` answers for the settled scene: it holds while a scene load or a mode-flip transition is rebuilding the live tree, then judges what the rebuild lands on. Each PlayerSpawn's prototype resolves wherever the materialisation holds it — the live entity in edit, and in play, where the loader keeps authored prototype subtrees out of the scene, the captured authored template each joining player is cloned from — so the same rules run over the same authored structure in both modes, and a prototype removed from a scene that materialises prototypes reads as the missing reference it is.
Location: `src/lua/lib/modules/api/engine/playerSetupValidation.module`
# 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.
# scene_build
Turns builder code into scene records, and scene records into scene entities.
`run(builder)` opens an entity capture scope, calls `builder`, and composes every
entity it created into records — then despawns them. The builder writes ordinary
spawn code; what comes back is data. A builder that raises leaves nothing behind.
What a component the builder attached creates while running its own lifecycle
belongs to that component: the record names the COMPONENT, and the same lifecycle
runs again wherever the record is put back. That is what makes a nested build one
build — a placement the builder makes runs its own module and owns what it lands,
and the build around it describes the placement.
`reconcile(records, target, owner)` applies records to the scene under `target`,
writing `owner` and the record's place in the hierarchy onto each entity it
places as the `buildOwner` / `buildKey` attributes. A rebuild reads that pair
back off the entities under `target` and lands on the same ones, so nothing has
to be remembered between two rebuilds — the pair is in the scene, and a reload
brings it back with the entity. It returns the ids it landed on, keyed by record
identity.
A record is identified by its place in the hierarchy — the chain of names from
the build root down to it, `base/coin_3` — so dropping a line from the middle of
a builder, inserting one, or emitting two entities in the other order leaves
every other entity's id where it was. Children of one parent that share a name
carry their rank among those, `base/crate#2`, counted in the order the builder
created them.
Together these are the bake: code in, durable static-id scene content out.
## Who states an entity
An entity names the build that placed it, so `ownerOf(id)` answers which
build owns it — and answers nil for an entity an author spawned. `sourceOf(owner)`
names the file that build is written in, from the `source` the reconcile running
it passed.
That pair is what makes ownership legible where an author meets it. A build
states its entities in full every time it runs, so a value set on one of them
holds until the next run. `notePreview(id, values)` records what the entity
carries after such a change and `takePreview(id)` reads it back exactly once —
in the run that states the entity again, which is where what the author set and
what the build says can be named side by side.
# `scene.shared.loader`
Luau-side scene loader. Reads `scene.json` v6, dispatches to engine
FFIs, runs the sibling `entrypoint.luau`.
## Public surface
```lua
local loader = require("@builtin::assetTypes.scene.shared.loader")
loader.load(ref, opts?)
-- ref: AssetRef<scene> | identity string | VFS path
-- opts.layer: layer name (default "main")
-- Returns: the Scene proxy (with player_config + camera_config attached).
loader.unload(layerName)
-- Wrapper around layers.unload(name); symmetric to M.load.
-- Cannot unload "main".
```
## Behavior
1. Resolve `ref` to a VFS path; append `/scene.json` if needed.
2. `vfs.read` + `Json.decode` (from `modules.json`) → body table.
3. Version check — refuse anything but `version: 6`.
4. Attach `body.player` + `body.camera` to the Scene proxy as
`player_config` / `camera_config` (consumed by player_spawner +
camera_spawner).
5. Activate the target layer via `layers.find(layerName)` (the loader
threads the layer through `entity.spawn` opts), spawn `body.entities`
in two passes (shells + transforms first, parents + components
second), then restore the previous active layer.
6. Apply `body.lighting` via `lights.setup` + `lights.addPointLight`.
Field name mapping: `directional` → `sun`, `clear_color` →
`clearColor` (both engine API names and v6 field names are accepted).
7. Auto-discover sibling `entrypoint.luau` via `vfs.exists`; if
present, compile with `loadstring` + run.
## Performance
~5 ms for a 1000-entity scene (≈5k FFI calls × ~1 µs each). Acceptable
for a load-time operation. If a particular call class becomes hot,
batch primitives can be added in a narrow follow-up.
## Why pure Luau
Per § 10 of the unification integration design, the scene format is
data + dispatch — no Rust-only primitives needed. The existing ECS
FFI (`entity.spawn`, `entity(id).component.add`, etc.) covers
everything. Keeping the loader in Luau means iteration speed,
auditability, and hot-reload.
## FFI corrections vs. the original plan
The plan was drafted against assumed API names. The actual engine FFIs differ:
| Plan assumed | Actual engine API |
|---|---|
| `json.parse(s)` | `require("..json").decode(s)` (`modules.json`) |
| `json.encode(t)` | `require("..json").encode(t)` |
| `entity.spawn(n, { layer }).id` | layer activation via `layers.find(layer)` + `entity.spawn(n, opts).id` |
| `entity.setParent(id, pid)` | `entity(id).setParent(pid)` |
| `unloadLayer(name)` | `layers.unload(name)` |
| `lights.setup({ directional })` | `lights.setup({ sun })` |
| `lights.setup({ clear_color })` | `lights.setup({ clearColor })` |
| `lights.addPointLight(table)` | `lights.addPointLight(name, x, y, z, opts)` |
The loader accepts both the v6 field names and the engine API names for
the lighting fields so that round-tripping through the scene saver and
back works without a conversion step.
# scene_observe
The record of what a scene load did, and what each loaded scene costs. Backs
`layers.observe`, `layers.lastLoad`, `layers.lastUnload`, `layers.loadHistory`,
`layers.problems`, `layers.whyPartial`, `layers.inventory`, `layers.cost` and
`layers.resetCostWindow`, and the `scene` toolbox's `observe`, `whyPartial` and
`cost` above them. `layers` and `scene_loader` are its writers.
## One record per load
A load opens a record; the loader, the lifecycle dispatchers and the scene's
own build write their failures and phase timings into it; the load's own
completion point closes it with the duration the engine already measured for
its `DONE` line. Reading is lazy — nothing here walks the world, and the only
writer that runs every frame is `noteUpdate`, which the entrypoint tick calls
once per scene that declares one.
```lua
local r = layers.lastLoad()
print(r.name, r.outcome, r.durationMs)
print(r.entities.added, "arrived,", r.entities.removed, "left")
print(r.phases.teardown, r.phases.instantiate, r.phases.settle)
```
`outcome` is `"ok"` when everything the scene declared was produced,
`"partial"` when the load finished with failures in it, `"failed"` when the
load raised and left no layer, and `"unchanged"` when the scene asked for was
already the active root — that load rebuilt nothing, so the layer keeps the
record of the load that built it and still answers why it is not whole.
`reason` names the nearest cause from the closed
set — `loaderRaised`, `entrypointCompileFailed`, `entrypointBodyRaised`,
`entrypointRaised`, `buildRaised`, `entityFailed`, `parentMissing`,
`parentRefused`, `parentAbandoned`, `componentUnresolved`, `componentRefused`,
`subscriberRaised`, `updateRaised` — ranked so it names the thing to fix rather
than the last thing to break.
## Failures reach the layer they belong to
Every write of a failure calls the subscriber `layers` registers through
`M.onFailure`, which republishes the record onto that layer's proxy: `ok`
false, `failures` the records, and `"partial"` in place of `"ready"` once the
layer has settled. A tick that starts raising on frame 400 moves the layer the
same way one raised during the load does.
A failure identical to one already held raises that one's `count`, so a tick
raising every frame keeps one record. `FAILURE_LIMIT` bounds the distinct
records a report holds, and `failuresOmitted` states how many arrived past it.
## Cost
`noteUpdate` accumulates each layer's entrypoint tick into a per-guid entry —
calls, total, last, max, average and how many raised — summed across the window
`M.window()` reports. `M.resetWindow()` opens a new one, leaving the load
history alone. An unload drops the layer's entry.
# `scene.shared.saver`
Luau-side scene saver. Writes `scene.json` v6 — **authored intent
only**. No captured runtime state.
## Public surface
```lua
local saver = require("@builtin::assetTypes.scene.shared.saver")
saver.save(name, opts?)
-- name: logical scene name ("main") OR full VFS path
-- opts.layer: layer name to read from (default layers.active.name or "main")
-- Returns: the absolute VFS path written.
```
## What is captured
| Field | Source | Notes |
|---|---|---|
| `format`, `version` | constants | Always `"scene"` + `6`. |
| `entities` | `entity.findAll()` walk | Excludes `temporary` entities + the spawner-managed Player + primary Camera. |
| `entities[].transform` | local position / rotation / scale | NOT world transform — local only. |
| `entities[].components` | component.list + component.get | Strips `_`-prefixed runtime fields. |
| `entities[].attributes` | `attribute.list` + `attribute.get` | The entity's key/value bag, written as a `{ [key] = value }` map; omitted for an entity that holds none. Holds the authored keys — a `_`-prefixed key is the engine's own session bookkeeping. |
| `lighting` | `lights.snapshot()`, filtered | Scene-level `clear_color` + `sky` only. Directional / ambient / point lights persist as `Light` entities in `entities[]`. |
| `player` | `sceneProxy.player_config` | Carried forward from load-time, authored only. |
| `camera` | `sceneProxy.camera_config` | Carried forward from load-time, authored only. |
## What is NOT captured
- Local player's position / rotation. Runtime drift; not authored intent.
- Primary camera's transform. Runtime; behavior-driven.
- Any entity flagged `temporary = true`. Debug helpers, runtime markers.
- Internal component fields prefixed with `_` (e.g. `_velocity` on CharacterController).
The spawner-managed entities (Player + primary Camera) are excluded
because they're created on load by player_spawner / camera_spawner
from the scene's declarative `player` + `camera` blocks. Saving them
would double them on the next load.
## When to use
`layers.active:save(name)` (Phase 6) routes through this module. Callers
that want a state snapshot (save-game systems, undo stacks) should use
`world.debugSaveToDisk(...)` instead — that captures runtime state by design.
# @builtin::assetTypes.scene.shared.swapOrchestrator
Owns the user-scope orchestration for scene swaps: leaves the prior
scene's multiplayer room, gates concurrent loads via the
`__scene_load.begin/finish` token, drives `scene_loader.M.load` for
the new scene, and joins the new scene's room. Keeps the swap atomic
from a multiplayer-sync standpoint (room transition + entity churn
happen inside a single barrier).
# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# Model
Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh.
**Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide.
Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`.
Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`.
```luau
entity(id).component.add("Model", { model = "cube", material = "gold" })
entity(id).component.get("Model").material = "checkerboard" -- swap material
entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5)
entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2)
```
# PlayerPrototype
Marks the root of a player-setup subtree — the entity and children that define what a joining user becomes (avatar slot, spawn behaviour, controller). On awake it flips the entity to PrototypeOnly participation, so the prototype lives in the editor and drives spawning without being saved as a world entity itself; `kind` and `label` describe it for authoring surfaces. In edit mode it draws a cyan silhouette outline so the prototype root is easy to pick out, and surfaces its own setup-validation messages (missing camera, avatar slot, or wrong participation) on the component's error channel.
Location: `src/lua/lib/components/PlayerPrototype.component`
# BoxCollider (component)
A box collision shape. Works with or without a `Physics` component: on its own
it is static collision geometry, and alongside one it moves with the body.
## Sizing
`half` is the box's half-extents in the entity's local space, multiplied by the
entity's world scale. Leave it unset and the box derives from the entity's model
bounds, so a bare `BoxCollider` matches what is rendered at any scale.
```lua
entity.find("crate").component.add("BoxCollider", {}) -- fits the mesh
entity.find("wall").component.add("BoxCollider", { half = { 2, 4, 0.2 } }) -- authored
```
## Fields
| Field | Meaning |
|-------|---------|
| `half` | Half-extents. Unset derives from model bounds. |
| `isTrigger` | Report overlaps without blocking. |
| `friction` | Surface friction. |
| `restitution` | Bounciness. |
## Composing
A collider on a child entity attaches to the nearest ancestor carrying a
`Physics` component, so a body made of several shapes puts each on its own
entity and each keeps its own material and trigger flag.
Past a few dozen boxes sharing one material, `CompoundCollider` is cheaper: it
is a single broadphase volume where separate components are one each.
# Physics
Adds rigid body dynamics to an entity. Body kind is `"dynamic"` (affected by forces), `"static"` (immovable), or `"kinematic"` (moved by script, affects other bodies).
Public fields: `kind`, `gravityScale`, `mass`, `linearDamping`, `angularDamping`, `ccd`, `interpolation`, `lockRotationX/Y/Z`, `lockTranslationX/Y/Z`.
`ccd` (continuous collision detection) sweeps the body along its motion so it cannot pass through thin geometry between two steps. It is off by default: the sweep runs on every body that travels further than its own thickness in one step — most of a collapsing structure or a debris burst — and it dominates the physics budget when a scene has many such bodies. Turn it on for the individual bodies that would visibly tunnel: bullets, thrown props, a wrecking ball.
```luau
entity(id).component.add("Physics", { kind = "dynamic", ccd = true })
```
`mass` is the body's total mass in kilograms. At its default of 0 the mass comes from the collider volume at 1 kg per cubic metre, so a bigger collider makes a heavier body; a value greater than zero sets the total mass exactly.
Methods: `:applyForce(x, y, z)`, `:applyImpulse(x, y, z)`, `:applyTorque(x, y, z)`, `:setVelocity(x, y, z)`, `:addVelocity(dx, dy, dz)`.
```luau
entity(id).component.add("Physics", { kind = "dynamic" })
entity(id).component.get("Physics"):applyImpulse(5, 0, 0)
```
# ProceduralSky
The editable atmospheric sky: a day/night gradient with a sun disc, glow, stars
and a moon, all derived procedurally from the directional light's elevation. Add
it to an entity like a light:
```lua
entity.spawn("sky").component.add("ProceduralSky", { timeOfDay = 18.5 })
entity.spawn("sky").component.add("ProceduralSky", { preset = "sunset" })
entity.spawn("sky").component.add("ProceduralSky", {
zenithColor = { r = 0.05, g = 0.1, b = 0.3 },
horizonColor = { r = 0.9, g = 0.4, b = 0.2 },
})
```
A `ProceduralSky` owns its material outright: it registers a **runtime GPU
material** of its own over the builtin procedural-sky shader and pushes every
visual parameter (colours, sun, stars, moon, turbidity, exposure) straight to
that record. The component's fields **are** the material definition — no
`.material` asset backs it, so retuning a scene's sky changes that scene's sky
and nothing else. The renderer reads the values from the material's group(1)
uniform like any other material — there is no sky-specific render path.
Those values also travel the native `Sky` bridge into the scene sky config,
alongside the time-of-day / auto-cycle / sun-sync controls. That config is what
`sky.get()` reports and what a saved scene records, so both name the sky being
drawn.
With `syncSunToLight` on (the default), the sky's `timeOfDay` is what the scene
is lit by: the scene's directional light takes its direction, colour and
intensity from the sun's position, so the sun in the sky and the sun the scene
is lit by are the same sun through a whole day/night cycle. Turn it off for a
light the sky leaves alone.
The intensity that arrives is the day/night curve between night and noon, and
`sunPeakIntensity` is the noon end of it — `1.0`, the sky's own daylight, unless
a scene asks for more. A harder sun on water or snow is stated here; setting the
light itself does not survive, because the sky writes over it every time the
hour moves.
Like the directional light, the sky is conceptually **singular per scene**. A
`ProceduralSky` fully defines its material on `awake` (every parameter from its
own fields), so switching scenes never inherits a previous scene's overrides.
Day/night comes from the sun's elevation, so evening presets render dark —
drive the look by `timeOfDay` (which orients the sun).
## Fields
| Field | Type | Default | Meaning |
|---|---|---|---|
| `preset` | string | `""` | Named look applied before explicit fields: `clear_day`, `sunset`, `sunrise`, `overcast`, `night`. |
| `timeOfDay` | number | `14.0` | 0..24 hours; orients the sun and the day/night gradient. |
| `autoCycle` | bool | `false` | Advance `timeOfDay` each frame. |
| `cycleSpeed` | number | `60.0` | Game-seconds per real-second for the auto cycle. |
| `syncSunToLight` | bool | `true` | Drive the directional light from the sun. |
| `sunPeakIntensity` | number | `1.0` | What the sun's light measures at noon; the day/night curve runs from night up to this. |
| `zenithColor` / `horizonColor` / `groundColor` | color | — | Sky gradient colours. |
| `sunSize` / `sunIntensity` | number | `0.02` / `20.0` | Sun disc size + brightness. |
| `starsIntensity` | number | `1.0` | Night star-field intensity. |
| `moonSize` | number | `0.03` | Moon disc size. |
| `turbidity` | number | `4.0` | Atmospheric haziness. |
| `exposure` | number | `1.0` | Sky exposure multiplier. |
## Methods
| Method | Description |
|---|---|
| `sky:setTimeOfDay(hours)` | Set the time of day (0..24). |
| `sky:applyPreset(name)` | Apply a named look. |
| `sky:setZenithColor(c)` / `setHorizonColor(c)` / `setGroundColor(c)` | Set a gradient colour (`{r,g,b}` array or map; >1 auto-scales /255). |
# Camera
Manages viewport priority, render-to-texture, and capture. State is stored in the native `Camera` ECS component; the Rust camera system handles render scheduling and render targets.
Public fields: `fov`, `near`, `far`, `priority`, `textureHandle` (the guid of the texture the camera renders into; empty = main viewport), `renderLayers` (which render layers this camera draws — a space-separated spec of names, e.g. `"all"`, `"all !ui"`, or `"default sky"`; `ui`/`sky`/`debug`/`EditorUI` are built-in layers), `postProcessing` (whether this camera runs the post-process chain), `debugChannel`, plus the behavior slot below.
Methods: `:lookAt(target)` (entity id string OR `{x, y, z}` table), `:render()`, `:capture()`, `:setTargetTexture(tex?)` (a `renderer.texture.create` handle to render into, or nil for the viewport).
```luau
entity(id).component.add("Camera", { fov = 90, priority = 10 })
entity(id).component.get("Camera"):capture()
```
The scene's play-mode camera is reached as `layers.active.camera`, a handle that
reads and writes the fields above on whichever entity currently carries them.
`layers.active.camera.entity` is the entity ref for that camera and
`layers.active.camera.entityId` its id string, so a script that needs to attach
something to the camera — an `AudioListener`, a child entity — goes through the
ref:
```luau
local cam = layers.active.camera
cam.fov = 70 -- the camera's settings
cam.entity.component.add("AudioListener") -- the entity carrying them
```
## How the camera moves: `behavior` and `follow`
A `Camera` does not move itself. `behavior` names a component that does, and setting it attaches that component to this entity. Clearing it detaches whatever was attached.
```luau
local cam = entity(id).component.get("Camera")
cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component")
cam.follow = playerBody
```
The attached behavior is an ordinary component on the camera's entity, so it is tuned the way any component is: read it with `component.get` and set its fields there. A `component.add` of the same type configures the instance the slot attached instead of adding a second one: the values it passes are written onto that instance and its proxy is returned. That add is the form a scene `build.luau` tunes the behavior with, because its values are saved with the scene and the loaded Camera's behavior takes them back. A key the component reads only as it is created (one of its `initKeys`, a private field) refuses the add and names the key.
```luau
cam.behavior = asset.ref("@builtin::controller.third_person_follow", "component")
local rig = entity(id).component.get("third_person_follow")
rig.cameraDistance = 6
-- the same, as an add of the type the slot attached
entity(id).component.add("third_person_follow", { cameraDistance = 6 })
```
`follow` is the standard slot every shipped behavior reads. Set the follow target on the **Camera**, not on the behavior, so swapping behaviors keeps it. A behavior that finds its own `follow` field empty falls back to this one, which is what lets a rig keep tracking the player across a behavior swap.
`followResolves` answers whether that slot names an entity that is live — `true` while it names a live one or names nothing at all, `false` once the target is despawned or the id names no entity. A rig whose target does not resolve holds its last pose, and this is the field that tells it from a rig posed correctly on a subject that has not moved. `camera.get` carries the same value beside `follow`, and a write naming an id with no entity behind it draws a warning where it lands.
```luau
cam.followResolves -- false once the followed entity is gone
tools.use("camera", "get", id).followResolves -- the same answer off the tool
```
The shipped behaviors live under `@builtin::controller.*`: `orbital_follow`, `third_person_follow`, `first_person`, `free`, `orbit`, `chase`, `isometric`, `rts`, `birds_eye`, `side_scroller`, `cinematic`, `menu`.
## Writing your own
Any component can be a camera behavior. Write one that moves its own entity and attach it the same way:
```luau
cam.behavior = asset.ref("MyChaseCam", "component")
```
`follow` lives on the Camera, so a behavior gets no property notification of its own when the target changes. Declare `onFollowChanged(newFollow, oldFollow)` to be told the moment it does — the Camera calls it on the component it attached, which is what lets a rig re-pose on the new subject at once. A behavior that reads `Camera.follow` on its own schedule declares nothing and is attached the same way.
```luau
typed function public:onFollowChanged(newFollow: any, oldFollow: any)
-- pose this entity against the new target
end
```
To make it appear in the discovery catalog alongside the shipped ones, declare the `cameraBehavior` tag in the component's `.metadata`:
```json
{ "tags": ["cameraBehavior"] }
```
The tag governs **discovery**, not attachment. A tagged component is listed by `layers.active.camera.behaviors` and is what tooling offers when something asks "which camera behaviors exist"; an untagged component attaches just as well and simply stays out of that list. Tag the ones you want other people (and agents) to find.
```luau
for name, ref in pairs(layers.active.camera.behaviors) do
print(name, ref.identity)
end
```
## Texture colour space
`textureColorSpace = "display"` applies the display transform when rendering into a texture. `"linear"` writes scene-linear values instead. `postProcessing` independently controls the effects chain in either mode. Floating-point targets retain values above one; normalized targets clamp to their representable range. The main viewport uses display encoding.
# Lit Checkerboard
A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced.
## Inputs
- `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette.
- `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light.
- `floats.roughness` (`0.7`) — mostly diffuse surface.
- `render.instancing` (`true`) — supports instanced draws.
# Asset
Promote the bundle's spawned children from temporary to permanent scene state and remove the Asset component, "baking" the bundle's contents directly into the owning scene. Subsequent saves persist the baked entities verbatim and stop replaying the bundle template.
Location: `src/lua/lib/components/Asset.component`
# PlayerSpawn
A world entity that spawns players from a prototype. It carries the fields describing how spawning happens: which `prototype` to instantiate, the `team` and `role` assigned to spawned players, a `maxPlayers` cap (0 = unbounded), the `spawnPolicy` (how many players spawn from this point), and the `placement` (where a spawned player is positioned). The entity's own transform is the spawn point when `placement` is `at_spawn_transform`. In edit mode it draws an orange silhouette outline at the spawn point and surfaces its own setup-validation messages (missing or mis-targeted prototype) on the component's error channel.
Location: `src/lua/lib/components/PlayerSpawn.component`
# lamp_post (bundle)
A lamp post: a slim post, a lit head sitting on top of it, and the point light
it casts. Four entities under one root — `post`, `head` and `glow` — built from
builtin meshes and materials, so the bundle carries no geometry of its own.
Its foot sits at `y = 0` and it stands 2.53 units tall, so placing it at a
position on the ground puts it on the ground.
```lua
asset.resolve("@builtin::bundles.lamp_post", "bundle"):instantiate(nil, {
position = { 4, 0, 2 },
rotation = { 0, 30, 0 },
scale = 1.2,
})
```
## What it is for
It is the prop a starting scene places to show what placing an asset does: one
call brings a whole hierarchy in as the scene's own entities, and the `Light`
riding along shows that a bundle carries behaviour and not only shape.
Reach for it whenever a scene needs a light source that reads as an object
rather than as a floating value.
# orbital_follow
Three-ring orbit camera. Framing is authored as three rings around the follow target — a bottom, a centre and a top, each with a `height` above the target's origin and a `radius` out from its axis. Vertical look slides the camera along the spline through those rings; horizontal look orbits around them. The shape of the orbit is geometry you can see and edit rather than a pair of pitch limits you cannot.
Public fields: `follow`, `ringBottom` / `ringCenter` / `ringTop` (each `{ height, radius }`), `verticalAxis` (0 at the bottom ring, 1 at the top), `horizontalAxis` (the world heading the camera looks along, in radians about +Y from world +Z), `radiusScale`, `aimHeight` (the aim point above the target's origin), `damping` (per-axis time constants in seconds), `cameraRadius` (radius of the pull-in sweep; `0` turns the pull-in off), `cameraIgnore` (entities whose colliders the pull-in passes through), `sensitivity`, `invertY` (off by default: pushing the mouse forward looks UP, drawing the camera toward the bottom ring; on pitches the other way), `zoomSpeed`, `minRadiusScale`, `maxRadiusScale`.
The rig owns that heading. Binding a follow target aims it along the subject's facing, so the shot opens from behind whoever the camera is told to follow, and look input turns it from there — the subject's facing is never read again. That is what makes the camera steerable for a character who turns to face where it is walking: hold "forward" and the character walks the line the camera looks down, instead of chasing a heading that moves as it turns.
The default rings frame a roughly 1.8 m humanoid standing at its origin: the centre ring sits above head height at the widest radius for a resting shot from behind and slightly above, the bottom ring drops to knee height and pulls in to look up, and the top ring climbs and tightens for a near-overhead look down.
Writing any framing field re-poses the rig immediately with damping bypassed, so editing a ring moves the camera to the shot that ring describes.
`follow` falls back to the `Camera.follow` slot when it is empty, so a rig selected through `Camera.behavior` tracks whatever that camera already follows.
Controls: mouse to orbit and to slide along the rings (play mode requests pointer lock, so no button is held), scroll to scale the ring radii.
```luau
local cam = entity(id).component.get("Camera")
cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component")
entity(id).component.get("controller.orbital_follow").ringCenter = { height = 2.6, radius = 6 }
```
## The camera pulls in when a collider is in the way
Each frame the rig sweeps a sphere of `cameraRadius` from the point it aims at out to where its framing puts the camera, and stands the camera where the sphere first meets a collider. Every collider in the world stops that sweep, whether or not anything draws it: an invisible walk bound (a `BoxCollider` with no `Model`), a trigger volume and a solid wall all pull the camera in alike. The follow subject is the one entity the sweep passes by default.
So a camera that snaps in close to the player, or collapses onto it, while nothing visible stands behind the player is meeting a collider nobody can see. Two fields settle it:
- `cameraIgnore` lists the entities whose colliders the camera sees through. Name the walk bounds and gameplay volumes there and the sweep passes them as it passes the subject, while walls the player can see still pull the camera in. Each entry is an entity (or its id), and it is the collider's own entity that is listed.
- `cameraRadius = 0` turns the pull-in off: the camera stands where its framing puts it, through every collider.
```luau
local rig = entity(camId).component.get("controller.orbital_follow")
rig.cameraIgnore = { entity.find("NorthBound"), entity.find("SouthBound") }
-- or drop the pull-in entirely
rig.cameraRadius = 0
```
## Attach through `Camera.behavior`
The Camera owns the behavior slot, so assigning the rig there is what lets the Camera tell it when `follow` changes. A rig added straight onto the entity with `component.add` still poses, but the Camera does not know about it and a `follow` assigned afterwards will not reach it.
## Player cameras: leave `follow` unset
Entering play drops and respawns `PlayerPrototype` subtrees, so the body is recreated with a NEW entity id. A `follow` authored on the rig keeps pointing at the original, which is no longer live, and the camera freezes at its last pose instead of tracking the player.
For a player camera, set the target on the **Camera** and leave the rig's own `follow` empty:
```luau
entity(rigId).component.get("Camera").follow = body -- PlayerPrototype rebinds this on every spawn
```
`PlayerPrototype` refreshes `Camera.follow` to the live body each time it clones, and the rig reads that slot whenever its own `follow` is empty. Set the rig's `follow` only for a camera that watches a fixed, non-respawning subject.
# Plastic Red
A glossy red plastic — a non-metallic PBR surface with a saturated red base colour (`0.8, 0.1, 0.1`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`0.8, 0.1, 0.1`) — the red plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# UI Templates — main scene
The startup scene for the **UI Templates** world. `scene.json` materializes a
ground plane, ambient + directional lighting with a procedural sky, and the
standard multiplayer player setup (a `PlayerPrototype` with body + `CameraRig`
under `PlayerSetups`, and a `PlayerSpawn` under `Spawns`). `entrypoint.luau`
holds the lifecycle callbacks (all commented out by default).
This world collects reusable, ready-to-read **UI screen templates** authored
against the `ui.*` CSS-parity surface. Each template is a self-contained script
under `/source/ui/` that registers and shows an `ui` screen. Current templates:
- `ui/p5_menu.luau` — a Persona 5 main-menu lockup: a font-family list resolving
the bundled **Arial Black** face for the blocky title, clip-path polygons for
the torn wedge / octagon badges / row tears, CSS transforms, `-webkit-text-stroke`,
text-shadow, and a repeating-linear-gradient halftone field. Run it with
`execute { file = "/source/ui/p5_menu.luau" }` to display the screen.
# Tessellation Showcase
Every surface in this scene starts as a **flat two-triangle plane**. The
`Tessellation` component subdivides each triangle into thousands of GPU
micro-triangles and displaces them along their normals from a **height map**,
turning flat geometry into rich relief — no authored high-poly meshes.
The entrypoint drives the same component with four procedural height maps:
| Piece | Height source | What it shows |
| --- | --- | --- |
| Rocky mountains | 5-octave value-noise fBm | Natural terrain from a flat plane |
| Sand dunes | Low-frequency swells | Smooth rolling forms |
| Ocean swell | Crossed sine waves | Repeating wave crests |
| Before / after | Bold ridge grid | Same box, flat vs. tessellated |
## What it demonstrates
`Tessellation` sits next to a `Model` + `Material`. It reads the entity's
current mesh, subdivides each triangle into `4^level` micro-triangles, and
displaces them from the material's displacement map — the entity's PBR
material renders the result. A single flat box + a height map becomes a
detailed surface entirely on the GPU.
## Running
Load the scene and enter play mode. The height maps are generated
procedurally on load, so the showcase is fully self-contained.
# 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.