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asset⌬ componentcomponentprimary: init.luau·part ofpackage procgen.package·originates fromworld 07158574-5…

Generator

A live procedural generator: it binds a `.procGraph`, plays the graph's timeline and stands each of the graph's outputs in the scene as children of the entity it is on. Change a param and the output is made again in place; in edit and in play alike, nothing it makes is written to…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

Generator

A live procedural generator: it binds a .procGraph, plays the graph's timeline and stands each of the graph's outputs in the scene as children of the entity it is on. Change a param and the output is made again in place; in edit and in play alike, nothing it makes is written to the world's source.

local graph = asset.create("procGraph", "crate")   -- a box with a `size` input; edit its init.luau
local e = entity.spawn("crate")
e.component.add("Generator", { graph = graph })
e.component.get("Generator").params = { size = 2 }

Fields

FieldWhat it does
graphThe .procGraph it plays.
paramsOverrides for the graph's declared inputs, by name.
outputOne declared output to stand; empty, the default, stands every output, one root each.
playOn"auto" (default) plays a timeline with no end as soon as it binds and holds any other on its first frame; "load" plays on bind; "manual" waits for play().
ending"graph" (default) does what the timeline declares; "loop" plays the range round and round; "hold" plays it once and stays on its last frame.
speedHow fast its clock runs: 1 its own rate, 0 still, negative plays a timeline with an end backwards.
diskCacheWhether the outputs the graph caches load from, and are written to, the world's disk cache. On by default.
cookBudgetMsMilliseconds of cook work a frame before a cook yields to the next frame. 5 by default.

Methods

play(), pause(), seek(seconds), seekFrame(frame), loop(), hold(), setFps(fps), setRange(first, last) and setWallTime(on) drive its clock, on every peer. getFrame(), getTime(), describeGraph() and playback() read it; playback() also says what running the graph costs and how each output is drawn. cancelCook() stops a cook in flight and leaves the last output standing. apply() swaps the generator for the asset it makes: the frame being presented becomes a bundle, and an Asset component standing it takes the Generator's place. The onFinished event fires when a range played once reaches its end.

A timeline that runs in real time (realTime = true) has an end when its graph states frames beside it (g:timeline({ realTime = true, fps = 60, frames = 180 })) or when setRange gives it one; with neither it runs on and never finishes. When the playhead of one with an end reaches its last frame, ending applies as it does to any timeline: "graph" loops where the graph declares loop and otherwise holds on the last frame and fires onFinished once; "loop" plays it again from the start, a fresh simulation each time, without firing it; "hold" stays on the last frame. play() plays a held one again from its start. playback().ends is whether the timeline has an end, and last is its last frame. A real-time timeline begins again, by seek(0), a loop or play(), in the runs its solvers hold on the device: a restart costs a rewrite like any other present, and opens no cook.

Under an effect

An effect's play runs each graph of its entry on a Generator, a child of the play's entity. effectRef:play(entry, opts) and the Effect component make them and drive their clocks together, so a shot, an impact or a cast is a play of an effect (guides { path = "topics/visual-effects" }). The play's own playback() adds its Generators' costs together, and procgen.frames and procgen.onPresent take the play's entity as they take a Generator's.

Every play of one graph with the same params plays the frames the first one cooked. A Generator of a graph with playOn = "manual" cooks every frame of the timeline while it waits, and playback().cookedThrough reaching playback().last says every frame is cooked.

Related

  • guides { path = "systems/procgen/documentation/procgen" }: graphs, ops, timelines, effects and the live generator in full.
  • The procgen toolbox: spawn, adjust, apply, generators, cooks, frames and onPresent work on generators by entity.

Interface

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

conforms to

zero/source-extract/v2

Generator Component A live procedural generator: binds a `.procGraph` graph (plus parameter overrides) and realizes it as managed children. The children are born temporary and re-created on every load, so the generator owns them for their whole lifetime. It regenerates whenever the graph, params, or output selection change, and on a graph-content reload from disk, in edit and in play alike: a generator runs its graph wherever it is. A generator owns its graph's clock. Every graph has a timeline, and the generator plays it: cooking runs ahead through the range, each frame exactly once and in order, into the cache the timeline keeps, and a playhead moving at the timeline's frame rate presents what is cooked for its frame, waiting only where it reaches a frame not cooked yet. A graph time cannot change cooks once and its playhead presents the same value throughout. While the clock is not advancing — paused, or held on the last frame of a range played once — the generator does nothing at all. ONE generator per graph, and a ROOT per declared output. A graph's outputs are its roots — a description that makes a building and its navmesh makes both — so binding it realizes every output it declares, each as its own root named after the output that produced it. They come from a SINGLE cook that carries one cook cache, so whatever the roots share upstream is computed once no matter how many of them read it. Naming an `output` narrows the generator to that one root. Each output realizes by type: a Geometry becomes one Model child; a Prefab/Bundle spawns its hierarchy; points carrying a Mesh stand as a population, one instanced draw per source placed on the device; a Population is held as the one hardware-instanced draw it already is. Every realized entity is born temporary and parented under the owner, and its meshes are ephemeral GPU meshes — the live output writes no durable assets to the world source, which is what an explicit bake is for. An output the graph declares `diskCache` on is loaded instead of cooked once the world holds it: committing the world writes what each such output produces, frame by frame, to the graph's disk cache (`proc.diskcache`), and every Generator on that graph with the same params reads it from then on.

ModelVolumeAsset

graphGuid( ) → string

graphPath( ) → string

Resolve the bound graph's on-disk path from its AssetRef — the ref's own `.path`, or its `asset.list("procGraph")` entry by guid (the slim runtime snapshot carries only a guid).

releaseRealizedPopulations(output: string?) → void

Release the populations realized for `output`, or for every output when nil.

argtypedescription
outputstring?

trackPopulation(pop: any) → void

argtypedescription
popany

releaseRealizedMeshes(output: string?) → void

argtypedescription
outputstring?

releaseRealizedMaterials(output: string?) → void

argtypedescription
outputstring?

materialFor(value: any, name: string) → any

The material a geometry carries, in the form a Model takes: a graph's Material value is filed under this output's key; a reference is as it is.

argtypedescription
valueany
namestring

trackMesh(handle: any, runs: { any }?) → void

argtypedescription
handleany
runs{ any }?

trackVolume(volume: any, run: any) → void

argtypedescription
volumeany
runany

releaseRealizedVolumes(output: string?) → void

argtypedescription
outputstring?

despawnRealized(output: string?) → void

Despawn every entity this generator currently owns and release its population. The `exists` guard skips ids the engine already reclaimed — when the owner itself is despawned, its temporary children cascade away first, so a second despawn here would target a freed slot. `output` names the one output whose realized state goes; nil clears every output's.

argtypedescription
outputstring?

track(id: string) → void

argtypedescription
idstring

retireRealized(output: string) → void

An output built again stands beside the one it replaces until the new one can draw: the old entities, draws, meshes and material are filed under a retiring owner of their own (`retiring`) and released once every mesh the new output draws from is on the device, so no frame shows neither.

argtypedescription
outputstring

replacementLanded(output: string) → boolean

Whether every mesh `output` now draws from is on the device.

argtypedescription
outputstring

settleRetiring( ) → void

Release what each replaced output left standing once its replacement has landed. `onDevice` answers that the next render carries the mesh, so the release waits one frame past it.

publishBounds( ) → void

Publish the union of what each output drawn as instances reaches, in the generator's own space, when it moved; withdraw it when nothing is drawn. The box stands for everything the generator draws as instances — a shadow view leaves those draws out of a volume it does not reach — so while an output drawn as instances has no box yet, none is published.

dropFrames( ) → void

Stop showing held frames: what the play placed stands as the last frame shown left it, and the next present cooks.

releaseTranslated( ) → void

realizeTranslated(value: any, name: string, outputName: string, domain: string) → void

argtypedescription
valueany
namestring
outputNamestring
domainstring

resolveTargets( ) → void

Why the latest cook of the bound graph failed, while it does: the output standing is the last one that cooked.

keepShared(value: any) → void

argtypedescription
valueany

holdPlayStore(key: any) → void

argtypedescription
keyany

cookInto(key: any) → void

argtypedescription
keyany

watchWorld(values: { any }, clock: any) → void

Find, in what a present stood, the runs that read the world.

argtypedescription
values{ any }
clockany

followWorld( ) → void

Run the live chain of what stands again when the scene one of its runs read has moved: an entity it fetched or the generator moved, or the ground was rebuilt.

workerCheckpoint( ) → void

Yield the frame when the worker has spent its budget since it last did, counting the wait as waited rather than as the worker's CPU.

workerCpuMs( ) → number

The CPU the worker has run since it was last settled.

settleWorker(running: boolean) → void

Settle the worker's CPU so far into `cost`, and go on counting from now.

argtypedescription
runningboolean

realizeArrived( ) → void

Realize every read-back output whose runs have arrived. An output whose value a later cook replaced waits for nothing: the value it waited on is no longer the one standing, and what it read may already be let go of.

realizeWhenArrived(value: any, name: string, output: string, domain: string) → void

Realize a read-back output once what it reads has arrived.

argtypedescription
valueany
namestring
outputstring
domainstring

withAuthoringOrigin(fn: () → void

Run `fn` with its asset writes declared as AUTHORING. `asset.create` places an asset by the origin of the context that asks for it, and this component's context is a runtime one — a write inheriting it lands in the ephemeral runtime store. Flattening a generator into scene content (`apply`) is an authoring act whose assets outlive the call that wrote them, so it states the origin instead of inheriting it. A cook states none.

argtypedescription
fn(

graphScene( ) → void

The scene a graph this generator runs is evaluated in: it stands on this generator's entity, so its origin is where the entity stands, and it is the entity `scene.input` reads.

graphInputs(graph: any) → void

Evaluate a resolved (graph, outputName) with the graph's input defaults merged under the user's param overrides. `cancel` is the cook's cancellation token; the eval yields between node cooks when it outruns the frame budget (tunable via `cookBudgetMs`), so a heavy graph never freezes the engine. `cookRecord`, when given, is the owning cook record the eval reports progress into. `clock` is the graph time the cook runs at; a cook is a computation and states no origin for writes of its own.

argtypedescription
graphany

cookInputs(graph: any) → void

The inputs a cook of the bound graph is handed: while it moves on the device, each number input as the curve that reads it from the clock.

argtypedescription
graphany

splitInputs(graph: any) → void

The graph's number inputs by name, and the rest of its params.

argtypedescription
graphany

changedInputs(a: { [string]: number }, b: { [string]: number }) → void

The names of the number inputs whose values differ between two sets, or nil when none does.

argtypedescription
a{ [string]: number }
b{ [string]: number }

cacheReadsInputs(changed: { [string]: boolean }) → boolean

Whether a node the cache holds read one of `changed` as a value, so other values of them are a cook of it rather than a present on the device alone.

argtypedescription
changed{ [string]: boolean }

evalTarget(graph: any, outputName: string, cancel: any?, cookRecord: any?, clock: any?) → any

argtypedescription
graphany
outputNamestring
cancelany?
cookRecordany?
clockany?

outputDomain(graph: any, outputName: string) → string

The domain an output declares, which says what one element of a geometry becomes. An output that names none has a geometry mean one mesh.

argtypedescription
graphany
outputNamestring

elementCount(value: any) → number

How many elements a presented value holds: the points of a geometry or a population, nil for a value that is not made of elements.

argtypedescription
valueany

baseName( ) → string

realizeGeometry(value: any, name: string) → void

Realize a Geometry value as one Model child, born temporary and parented under the owner.

argtypedescription
valueany
namestring

noFaces( ) → void

A runtime GPU mesh, not a persisted `.mesh` asset: the generator's live output is ephemeral and rebuilt on every change, so it must not write durable assets to the world source (that is what an explicit bake does). The mesh is owned by the Model and freed with it. A geometry holding no triangles — a burst before its first particle, a filter that kept nothing — has no surface to draw, and stands as nothing.

refreshGeometryInPlace(value: any, name: string, output: string, domain: string?) → boolean

A geometry output whose shape has not moved since its mesh was built stands as it is: only what it draws with is written again. Answers whether it did, so an output whose shape moved is built again instead. A mesh re-registered for every frame a material animates is an upload of the whole shape per present and a frame with no Model in it while the new one lands.

argtypedescription
valueany
namestring
outputstring
domainstring?

keyOf(m: any) → any

A material filed again under the key the Model draws with is the same material to it: the handle is a fresh table each time, so the key is what says whether the Model draws something else now.

argtypedescription
many

realizeGrid(value: any, name: string) → void

Realize a Grid value as a volume: one voxel per cell, filled from a channel on the device, drawn by a Volume component on a child standing in the grid's box. The channel is `density`, or the one channel a grid carries.

argtypedescription
valueany
namestring

realizeBundle(value: any, name: string) → void

argtypedescription
valueany
namestring

realizePopulation(value: any) → void

Realize a Population by taking ownership of it: the op that produced it already registered its draws, so the whole placement is on screen as one draw call per variant, and standing them in the generator's space puts them where it stands. Holding it here is what releases those registrations on the next regeneration and on destroy — a population is GPU state with no entity to cascade from.

argtypedescription
valueany

refMethod(v: any, methodName: string) → any

Realize an asset-reference output by standing an instance of the asset in the scene — the `:instantiate(target)` protocol `entityOps.fromAsset` runs through, answered by the asset's own type (a landscape stands a Terrain entity, a bundle its hierarchy). The instance's root is a managed child of the generator, so it regenerates and moves with it. A ref's method, reached the way a caller would reach it: through its own indexing, which is where a live ref proxy presents its type's surface.

argtypedescription
vany
methodNamestring

isAssetRefValue(v: any) → boolean

An asset reference reaching realization: a live ref (it knows how to instantiate itself), or the plain table an asset sink returns, carrying the guid or path that resolves to one.

argtypedescription
vany

realizeAssetRef(value: any, name: string) → void

argtypedescription
valueany
namestring

realizeValue(value: any, name: string, outputName: string?, domain: string?) → void

Dispatch a proc output value to its scene realization. A Geometry is a table exposing `toMeshArgs` (an evaluated Geometry carries no `__proc_type`, so it is detected by that shape, checked before `typeOf`); the other scene-content types are dispatched by `proc.types.typeOf`, mirroring the bake sink. A non-scene output (Field / Material / Texture) has no scene realization and is reported so the binding surfaces rather than silently producing nothing.

argtypedescription
valueany
namestring
outputNamestring?
domainstring?

standsAs(value: any, declared: string?) → string

How a value stands in the scene: the domain it was declared to stand as, one mesh for "mesh", and otherwise what the value says of itself — the domain whose elements carry components (points carrying a Mesh stand as a population), or one mesh when none does.

argtypedescription
valueany
declaredstring?

bySource(value: any) → void

A population of several sources as one population per source: the points whose `Mesh` indexes each source (the records the detail's `labels.Mesh` lists), kept on the device and carrying that source's record, so each stands as one instanced draw. Nil for points whose `Mesh` is one shared record.

argtypedescription
valueany

piece(from: any, k: number) → any

The points one source stands on, carrying that source.

argtypedescription
fromany
knumber

pieceDomain(piece: any) → string

How one piece of a merged part stands in the scene: the domain `merge` was told, or what the piece says of itself.

argtypedescription
pieceany

realizeEntries(into: { any }, value: any, output: string, name: string, domain: string?) → void

The realize entries an output's value makes: the value itself, or — for a merged part — each of its pieces, named after the piece and keyed under the output (`<output>/<piece>`), so a piece is built again only when it moves and the others stand.

argtypedescription
into{ any }
valueany
outputstring
namestring
domainstring?

rootName(outputName: string, total: number) → string

The scene name of the root realized for one output. A generator realizing a single output keeps the graph's own name, which is what it has always been called; one realizing several roots names each after the output that produced it, so they are told apart and addressed by what they are.

argtypedescription
outputNamestring
totalnumber

foldToBundle(value: any, name: string) → any

Fold any scene-content output value down to a Bundle (the uniform durable form). An asset-reference output (a graph ending in a write sink) folds to a bundle carrying the reference as one `Asset` child — the asset itself is already durable, so the bundle holds the guid and instantiates it through the asset type's own protocol. Returns nil for a value with no scene shape (Field / Ramp / ...).

argtypedescription
valueany
namestring

writeFlattenedBundle(bundleVal: any, name: string, about: { description: string, tags: { string } }) → any

Write a folded Bundle out as a durable asset, declaring the write as AUTHORING: flattening is an authoring act whose assets outlive the call. Every asset the write realizes underneath (the `.mesh`, the `.population` and its own mesh) is placed inside the same declaration.

argtypedescription
bundleValany
namestring
about{ description: string, tags: { string } }

appliedAbout(time: number) → void

What an applied bundle says it is: the graph that made it, the graph time and params it was applied at, then the graph's own description; and the graph's tags with `procgen`.

argtypedescription
timenumber

outputTargets(names: { string }) → void

The eval targets of the outputs `names`: what time is asked about for them.

argtypedescription
names{ string }

timelineOf(graph: any) → any

argtypedescription
graphany

clockFor(tl: any, frame: number, into: any?) → any

Graph time on frame `frame` of a timeline with an end, written into `into` when one is given.

argtypedescription
tlany
framenumber
intoany?

clockNow(tl: any, into: any?) → any

Graph time on a timeline with no end: the running time itself, written into `into` when one is given.

argtypedescription
tlany
intoany?

playheadFrame(tl: any) → number

The frame the playhead stands on, inside the range.

argtypedescription
tlany

snapshotName( ) → string

The legacy snapshot's name, derived from the owner's stable entity id, which a scene rebuild keeps.

legacySnapshot( ) → any

The legacy snapshot this generator stands for: the `bakedSnapshot` field, or the bundle carrying its name when the field was reset by a replacement.

standSnapshot(ref: any) → boolean

Stand the legacy snapshot under the owner, tracking what it spawned so the next realization replaces it. Answers whether it stood.

argtypedescription
refany

releaseDiskCaches( ) → void

Drop every value read from the disk cache. A Population standing in the scene is the realization's to release; everything else read is released here.

fromDiskCache(outputName: string, frame: number?) → any

The value the disk cache holds for output `outputName` on `frame`, or nil when it holds none. A file that cannot be read is reported, and the output is cooked from then on.

argtypedescription
outputNamestring
framenumber?

diskHoldsAll(names: { string }) → boolean

Whether the disk cache holds every frame of every output this generator realizes, so there is nothing to cook.

argtypedescription
names{ string }

diskCacheWrites( ) → void

What committing the world stores for this generator: every output that caches here and whose index does not yet hold every frame it will. Whether time changes the output is asked after its first frame cooks, so a node reading time in its own code counts; one it does not change is one file.

valueAt(frame: number) → any

argtypedescription
framenumber

written(_result: any) → void

argtypedescription
_resultany

bindDiskCaches(graph: any, names: { string }, tl: any) → void

Bind the disk cache of every output the graph caches, for the params and timeline window the generator cooks it under. Registers what a commit stores while any output caches here.

argtypedescription
graphany
names{ string }
tlany

kick(nextStep: boolean) → void

argtypedescription
nextStepboolean

requestPresent(clock: any, frame: number?, record: boolean) → void

Ask for `clock` to be presented. `frame` is the timeline frame it stands for (nil on a timeline with no end); `record` opens a cook record for it. The record opens HERE rather than where the worker picks the request up: a cook the author asked for is in flight from the moment it is asked for, and the worker may be some frames of cooking ahead away from reaching it. One request is pending at a time, so a newer one closes the record of the request it supersedes.

argtypedescription
clockany
framenumber?
recordboolean

presentOnDevice(clock: any, frame: number?) → boolean

Present `clock` by rewriting the standing output's live runs for it, when time is on the device and nothing is cooking. Answers whether it did. A rewrite that fails — the device refused a kernel, a value has no f32 form — stops presenting this way and says so; the cook asked for in its place reports the same failure against its record.

argtypedescription
clockany
framenumber?

frameKey(graph: any, clock: any) → any

The signature of one frame of the bound graph, when the frame and the bound signature decide every output: a timeline with an end, reading nothing live.

argtypedescription
graphany
clockany

runCook( ) → void

showHeldFrame(frame: number) → void

Show frame `frame` of the held frames the play is bound to.

argtypedescription
framenumber

standFrames(bindFrame: number?) → boolean

Stand the play on frames the engine holds, once every frame of the bound timeline is cooked: they are defined once for every play sharing the frames table, and this play binds its own draws to them. Answers whether it did. `bindFrame` is the frame a graph being bound stands on: with it, the frames stand before anything is cooked or realized, and are looked for on every call rather than a few times a second.

argtypedescription
bindFramenumber?

clockGraph( ) → any

The graph whose clock this generator runs: the graph it bound, or the one a play of the call form holds.

release( ) → void

A play that is cooking when it is let go of stops that cook at its next checkpoint, and is released once the present returns.

load( ) → any

The bound graph, when its source builds a graph in the call form.

clock(into: any?) → any

The clock the playhead stands at, written into `into` when one is given.

argtypedescription
intoany?

outputsOf(play: any) → void

Each output a play stands, by the name it was shown under, with the elements it stands.

argtypedescription
playany

present( ) → void

stand(guid: string, graph: any) → void

argtypedescription
guidstring
graphany

advance(dt: number) → void

argtypedescription
dtnumber

regenerate( ) → void

standLegacySnapshot( ) → boolean

In play, a generator whose outputs the disk cache does not all hold stands the snapshot an earlier engine stored with the scene, the way that engine played it. Answers whether it did.

awake( ) → void

pollLiveSources( ) → void

Re-read the graph's live sources on a clock, and regenerate only once they have actually moved. The steady-state cost while the scene is still is the digest alone — the entity reads the graph declares — because `regenerate`, which loads and runs the `.procGraph`'s source, is reached only on a change.

drawnMaterialKeys( ) → void

The registry keys of every material this generator draws: one frozen list, the same from frame to frame until a key is filed or released.

driveMaterialClocks(keys: { string }, seconds: number, rate: number, dt: number) → void

Drive the materials this generator draws from its own clock: their shaders read the graph's time as `time`, so an effect's surfaces pause, slow and scrub with the graph. `rate` is how the clock runs on between statements — 1 while the playhead moves with the world, 0 while it stands.

argtypedescription
keys{ string }
secondsnumber
ratenumber
dtnumber

graphSeconds(tl: any) → number

The graph's time where the playhead stands, in seconds.

argtypedescription
tlany

writeLiveMaterials(keys: { string }, clock: any) → void

argtypedescription
keys{ string }
clockany

presentPlayhead( ) → void

Present the frame the playhead stands on now, whether or not the clock is advancing: a seek on a paused generator shows where it landed.

presentInputs( ) → void

Present the number inputs as they now stand at the frame the playhead is on, whether or not the clock is advancing, and without moving it: the runs are rewritten for a clock carrying them, or the frame cooked with nothing on the device.

stampTransport( ) → void

Record where the clock stands as the transport every peer applies.

applyTransport( ) → void

Stand on a transport another peer moved: its run state, its playhead, and the frame that playhead is on.

advance(dt: number) → void

Move the playhead and ask for what it now stands on. A clock that is not advancing — paused, or held on the last frame of a range played once — asks for nothing, so nothing cooks and nothing in the scene is touched.

argtypedescription
dtnumber

cookAgainOnDevice( ) → void

The render device was rebuilt: the runs, meshes and draws this generator realized stood on the device that went. What stood is let go of, and the bound graph is bound again as it was the first time and cooks onto the new device; a graph running in real time begins again at its clock.

tickFrame(dt: number) → void

Every frame the component is enabled, in edit mode — where a generator's inputs are dragged around and the output is expected to follow the hand. A paused play session ticks this hook too, and a generator is part of the world that pause holds still, so it advances here only while authoring.

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

Every frame in play: a generator runs its graph wherever it is. An edit session running its clock ticks this beside `editorUpdate`, which already drives it there.

argtypedescription
dtnumber

onPropertyChanged(key: ?, _value: ?, _oldValue: ?) → void

argtypedescription
key?
_value?
_oldValue?

onAssetReload(field: ?) → void

The graph asset's contents changed on disk (a VFS write under the `.procGraph` folder). The guid is unchanged, but the cook signature folds in the graph's content, so `regenerate` re-cooks on a real edit and no-ops on a reload that didn't change the graph.

argtypedescription
field?

play( ) → void

Run the graph's clock. A generator plays from the moment it binds a graph; this resumes one that was paused, and plays again one that reached the end of its range and held — from its first frame, or from its last when `speed` runs it backwards. It reaches every peer: each runs its own clock from where this one stood.

examples

generator:play()

pause( ) → void

Stop the graph's clock where it is, on every peer. What is in the scene stays, and nothing cooks or is touched until the clock moves again.

examples

generator:pause()

seek(seconds: number) → void

Move the playhead to `seconds` from the start of the range and present that frame, on every peer. A frame already cooked is served from the cache. To take pictures of an effect, `procgen.frames` pictures it at the graph times you name and puts its clock back after, and `procgen.onPresent` fires on a moment while it plays — neither needs the clock held by hand.

argtypedescription
secondsnumberTime from the start of the range.

examples

generator:seek(2.5)

seekFrame(frame: number) → void

Move the playhead to frame `frame` of the timeline and present it.

argtypedescription
framenumberThe frame, counted from the timeline's first.

examples

generator:seekFrame(90)

loop( ) → void

Play the range round and round, whatever the graph declares: sets `ending` to "loop".

examples

generator:loop()

hold( ) → void

Play the range once and stay on its last frame, whatever the graph declares: sets `ending` to "hold".

examples

generator:hold()

setFps(fps: number) → void

Play at `fps` frames per second instead of the rate the graph declares.

argtypedescription
fpsnumberFrames per second.

examples

generator:setFps(12)

setRange(first: number, last: number) → void

Hold playback to frames `first` to `last` of the timeline: playing, looping and holding all happen inside them, and cooking ahead covers them alone. On a real-time timeline the range gives it an end: it finishes on frame `last`.

argtypedescription
firstnumberThe first frame of the range.
lastnumberThe last frame of the range.

examples

generator:setRange(30, 89)

setWallTime(on: boolean) → void

Let the playhead follow the clock on the wall. Off, the default, every frame is presented in order and a slow device plays slower and shows exactly what a fast one does. On, the playhead keeps wall time and the frames it passes while one is being presented are not shown.

argtypedescription
onbooleanWhether the playhead follows wall time.

examples

generator:setWallTime(true)

getFrame( ) →

The graph frame being presented. falls in at the timeline's rate.

examples

local f = generator:getFrame()

getTime( ) →

The graph time being presented, in seconds.

examples

local t = generator:getTime()

describeGraph( ) →

What the bound graph declares, from the graph the generator already holds: `{ id, description, inputs, outputs }`. `inputs` is `{ [name] = { type, default, min, max, options, description, value, animated } }`, `options` being the values a choice input may hold, `description` being what the graph says the input does, `value` being the generator's override where it has one and the declared default otherwise, and `animated` whether that value changes over the graph's time; `outputs` is the declared output names, sorted. Nil while no graph is bound.

examples

for name, input in pairs(generator:describeGraph().inputs) do print(name, input.type) end

placementOf(raw: { [string]: any }) → void

Each cooked node's placement with what it adds up to, and the sums per graph used as a node — every prefix `a`, `a/b` of a written-out node id.

argtypedescription
raw{ [string]: any }

playback( ) →

Where the graph's clock stands and what running it has cost: `{ playing, held, realTime, wallTime, frame, time, first, last, frames, fps, loop, ends, cookedThrough, cooked, hits, nodes, ms, cost, steps, restarts, replacing, placement, placementByGraph }`. `cookedThrough` is the last frame of the range cooked ahead so far; `cooked` counts node cooks and `hits` cache hits since the generator bound its graph, `nodes` is cooks per node id and `ms` the CPU milliseconds each node's cooks have taken. `cost` is `{ frames, frameMs, cooks, cookMs }`: the frames the generator ticked and the milliseconds that took apart from its cooks, and the cooks it presented and the milliseconds its cook worker ran — cooking, realizing and cooking ahead, apart from the frames it waited out. `frameMs + cookMs` over `frames` is what running the graph costs a frame. Of the frames' milliseconds, `deviceMs` went on the `devicePresents` presents made by rewriting the output on the device and `realizeMs` on realizing outputs read back from it; `rewriteMs` is those presents' milliseconds by the node or kernel each rewrite brought on. `memoPresents` counts the presents served from frames already cooked, and `framePresents` the ones shown from the frames the engine holds once a timeline with an end is cooked through (`heldFrames`; `notHeldFrames` says why a play does not stand on them). `onDevice` is whether a new time is presented by rewriting the standing output on the device rather than by a cook, and `offDevice`, while it is not, why: the node or value that holds the graph to cooking. `drawn` is per point-domain output how its elements reach the screen: `{ as, count, because?, pieces? }`, `as` being `"instances"` (one instanced draw) or `"entities"` (an entity per element), `because` what a domain of one mesh and one material carries that made it entities, and `pieces` one such record per piece of a population of several. A graph of the call form reports it per output by the name the output was shown under. `steps` counts the fixed steps its solvers took and `restarts` the times one went back to its start. `diskCache` is per output its graph caches: `{ key, frames, static, complete, hits }` where this generator uses the cache — `frames` the frames its index holds and `hits` the presents it answered — or `{ reason }` where it cannot. `replacing` counts the outputs built again whose earlier state still stands in the scene until the new one can draw. `placement` is per node where its cooks ran, as the engine saw them rather than as the op says: `{ runs, output, declared, cooks, uploads, uploadBytes, readbacks, readbackBytes }` — `declared` where the op says it runs ("device" for one declaring `deviceColumns`, which fails a cook that reads a column back, "cpu" otherwise) — and `runs` "device" for a node that moved nothing between the CPU and the device and left its output on the device, "cpu" for one whose output is on the CPU, "mixed" for one that moved data across or left some of each, "values" for one that made no columns. A graph used as a node is written out, so its nodes are here under `<node>/<inner>`, and `placementByGraph` sums them per such node: `{ nodes, device, cpu, mixed, uploadBytes, readbackBytes, onCpu }`, `onCpu` naming the inner nodes that are not on the device. `error` is why the bound graph's source does not load, while it does not: the output standing is then the last one that loaded, and the cook history holds a failed cook targeting `"source"` with the same text. `cookError` is why the latest cook of the graph, or the realizing of what it cooked, failed, while it does: the output standing is then the last one that cooked and was realized. `call` is, for a graph built in the call form, the report of its play: the nodes it cooks from, what its plan waited on, the assets its calls reach and the cook counts.

examples

print(generator:playback().cooked)

cancelCook( ) →

Cancel the in-flight cook, if any — a queued request that hasn't started yet, or a cook already running (it stops at its next checkpoint). The previous output stays realized either way.

examples

generator:cancelCook()

apply( ) →

Swap the generator for the asset it makes, in place: the frame being presented is written as a durable bundle, and the Generator component is replaced by an `Asset` component standing that bundle on the same entity. The result renders with no graph, no evaluation and no Generator — like applying a modifier — and nothing about it depends on the graph any more. The bundle is named by what it holds: the graph as it stands, the params, the outputs, the live state it read and the frame. Every copy applying the same cook references ONE bundle, so six generators on one prop become six references to one asset. One frame is what a flatten takes, so a graph that moves collapses to wherever its playhead stands. An asset-reference output (a graph ending in a write sink) is already durable and is carried in the bundle as a reference to it.

examples

local bundle = generator:apply()

onDestroy( ) → void

⌬ Metadata
descriptionA live procedural generator: binds a .procGraph, plays its timeline and stands its outputs in the scene, the way effects, particles and generated props play.

Sub-parts

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

Showing the 199 items nearest this part. It holds more than this page lists.

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assettype · born here
❒asset
# Component (asset type) A component is a reusable behavior + data unit attached to an entity. The component file declares public fields, methods, and lifecycle callbacks; the engine instantiates one per attachment and drives its hooks every frame. Components are the primary unit of gameplay code — movement, AI, animations, UI panels, network sync, and per-entity state all live here. ## When to use one - You need per-entity state that survives across frames. - You need per-entity behavior driven by engine lifecycle hooks (`start`, `update`, `destroy`). - You want to expose configurable fields to designers / `entity.spawn` callers / scenes without code changes. If you need a global service that outlives any entity, use a `.service` instead. If you need a stateless pure-function library, use a `.module`. ## Where it lives - Source: `/zero/source/.../<Name>.component/` - Identity: `<Name>` (the `.component` suffix strips from the identity, but the folder retains the suffix on disk). - Folder shape: - `init.luau` (or `init.lua`) — declares the component. **Required.** - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** The structural contract is enforced by `asset.validate` against this type's `type.yaml`. ## How to create one Always start with the scaffold — it guarantees the folder shape matches `type.yaml` from the moment it's on disk: ```luau asset.create("component", "<Name>") -- Creates: /zero/source/<Name>.component/ -- init.luau (canonical declare + public block + hooks stubbed) -- README.md (instance README template) ``` After scaffolding, edit `init.luau` to fill in the actual fields and behaviour. The component registers as soon as the file is written — hot-reload is automatic; no engine restart required. ## How it operates 1. **Registration.** Writing `init.luau` into a `.component/` folder indexes the asset, mints a guid (in the `.meta` sidecar), and surfaces the type to the engine's component registry. Same-frame visible to `entity.component.add`. 2. **Attachment.** `entity(id).component.add(name, data)` (or the batch form `tools.use("entityOps", "addComponents", targets, { [name] = data })`) attaches an instance. The `data` table's fields override the component's declared defaults; omitted fields take the declared default. The `data` values are copied into `public.*` BEFORE `awake()` runs. 3. **Lifecycle.** The hooks run in this order: - `awake()` — same frame as attach, immediately after the data copy. Initialise state, set up native bridges, register with other systems. Other components on the same entity may not have awoken yet. - `start()` — the next frame. Every component on the entity has completed `awake()` by then, so cross-component setup is safe here. - `update(dt)` — same frame as `start()`, then every frame after, for as long as the gameplay clock is running. `fixedUpdate(dt)` runs beside it on the fixed timestep; `editorUpdate(dt)` runs while the clock is held. Which of them ticks is decided by `engine.mode` AND `engine.paused` together — see **Per-frame hooks and the two axes** below, and `man modes`. - `onDestroy()` — when the component is removed via `component.remove` or when the owning entity is despawned. Release resources, drop native ECS components. For the full list (`onEnable`, `onDisable`, `fixedUpdate`, `editorUpdate`, `onPropertyChanged`, `onAssetReload`, `onModuleReload`, `onBeforeSave`, …) and the timing details, **read `man components` — that is the canonical lifecycle reference. Generic component patterns (declare blocks, public fields, sync, ECS bindings, typed methods) all live there.** 4. **Public surface.** Fields declared in `public` are inspectable, editable in the inspector, and persist with the entity. Methods are declared on that same table with a colon — `typed function public:method(args)` — and every one of them takes the component ref as `self`, so a caller invokes it with a colon too: `entity(id).component.get(name):method(args)`. That is the one calling convention a component ref answers to: the reflection methods `ref:fields()` / `ref:getField(name)` / `ref:setField(name, value)` take the same spelling. A function the chunk declares at file scope (`function helper()`) is the component's own, reachable from its hooks under its bare name; `public` is what the ref carries. 5. **Settings and the Inspector card.** `type.yaml` names the component's settings schema as `settings: { schema: { instance: "init.luau", export: "public" } }`: the `public` table IS the schema, and its values live on each entity the component is on, so `asset.schema(componentRef)` answers the Field descriptors and no values file exists. On an entity the Inspector shows the component as a card whose generic `settings` section edits those fields as typed controls, each edit checked against the schema and written to the live component as one undoable operation. `type.yaml` also names `inspector: { instance: "inspector.luau" }`: a component that ships an `inspector.luau` beside its `init.luau` shapes its card — the file returns `{ sections, replace, order }` (see `assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)` reading `ctx.component` (the live component) and `ctx.selection.id` (the entity). `SceneModule.component/inspector.luau` replaces `settings` with the bound module's declared inputs. 6. **Events.** An `events` block declares typed moments the component fires from inside — `events = { onHit = Event({ dmg = Field.number(0, NoSync) }) }`. The owner fires with `events.onHit:fire({ dmg = 10 })`; outside code subscribes through the proxy's subscribe-only facade, `entity(id).component.get(name).events.onHit:connect(fn)` (`:once` / `:wait` too). Pass `Sync` as the event's second argument to replicate a fire to other peers. Events let one component react to another's moments without polling. Full reference: **`man components`**, Events section. 7. **Hot reload.** Editing `init.luau` reloads the component definition; live instances are reconciled with the new declaration in-place, and each crosses one lifecycle boundary: `onDestroy()` ends the running life, then `awake()` and `start()` construct the one that replaces it, and `update()` resumes on the next frame. `public` and `private` values carry across; module-level `local`s belong to the chunk, so the new life starts with them at their initial values and its `awake`/`start` are what fill them in. Whatever the old life handed elsewhere — a subscription, a shared registration, a spawned entity — is released in `onDestroy`, the call that pairs with the construction about to run. An edit that leaves the source byte-identical crosses no boundary at all. A field carries its value across when something stated it: a key of the `data` table the instance was attached with (a scene record's data is that table), or a write made since. Every other field takes the edited source's declared default, so changing a default reaches every instance that left the field to it. An instance that states its own value for a field whose default the edit changed keeps that value, and the reload logs a `[HotReload]` warning naming the field, the entity, the value kept and both defaults. ## Discovery - `asset.list("component")` — every registered component (engine + world + libraries). - `asset.inspect("<name>")` — identity, scope, public fields, lifecycle methods, source path, and this type README. `detail` carries the component's declared `fields`, `methods`, and `events`, parsed from its source — `tools.use("assets","describe", "<name>")` renders it as markdown, so a component's events are visible without opening its source. - `ls /zero/source/<Name>.component` lists the files the folder holds. - `entity(id).component.list()` — components attached to an entity. ## Per-frame hooks and the two axes `engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay clock) are independent, and the per-frame hooks read them separately: - `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is running** — whichever mode the engine is in. - `editorUpdate(dt)` ticks while **the clock is held** — because the mode is `edit`, or because play is paused — and also alongside `update` whenever edit is running. Which gives four states, and this table is the contract: | `engine.mode` | `engine.paused` | hooks that tick | |---|---|---| | `edit` | `true` | `editorUpdate` | | `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` | | `play` | `false` | `update`, `fixedUpdate` | | `play` | `true` | `editorUpdate` | Entering edit sets `paused = true` and entering play sets it back to `false`, so a session that never writes `engine.paused` only ever sees rows 1 and 3 — which is where the shorthand "`update` is the play tick, `editorUpdate` is the edit tick" comes from. It is the two default rows of a four-row table, not the rule. **Row 2 is the one that surprises.** With `engine.paused = false` in edit — set by hand, or by a tool that advances the gameplay clock to sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate` both fire, once each, every frame. A component that declares both and routes them to one body therefore runs that body **twice per frame**: ```luau local function drive(dt) ... end function update(dt) drive(dt) end function editorUpdate(dt) drive(dt) end -- twice per frame in row 2 ``` Nothing reports the doubling; it reads as an animation running at twice its intended speed. To get exactly one tick per frame in every row, ask which axis you meant and answer it in the body: ```luau function update(dt) drive(dt) end function editorUpdate(dt) if engine.paused then drive(dt) end end ``` A scene `entrypoint.luau` declaring the same two hook names is dispatched by the scene loader, not by this table: there `update` needs play AND running, `editorUpdate` needs edit, and play-paused ticks neither. Read `man scenes` before carrying a component's rule to an entrypoint. ## Authoring conventions - Annotate public fields with `--!desc` so the inspector + LSP show documentation alongside the field name. - Declare lifecycle hooks (`start`, `update`, `destroy`) explicitly rather than relying on engine defaults — readers can see at a glance what runs when. - Keep `update(dt)` cheap — it runs every frame per instance. Move heavy work to `start`, to a service, or behind a job (`man jobs`). - For multi-entity batching, prefer `tools.use("entityOps", "addComponents", targets, components)` over a loop of `entity(id).component.add` — it takes many targets and many components in one call. ## Common pitfalls - **Naming.** The component identity is the folder stem with `.component` stripped (e.g. `<Spinner>.component/` → identity `Spinner`). Don't repeat the suffix in the identity passed to `component.add`. - **`init.lua` vs `init.luau`.** Either is accepted (it's a `one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both in one folder is invalid. - **`update` in edit mode.** It runs whenever the gameplay clock is running, and entering edit stops that clock — so `update` is idle in a freshly-entered edit session and ticks again the moment anything sets `engine.paused = false`. Use `tools.use("wld", "play")` to test update logic under the mode it ships in; `tools.use("wld", "edit")` to return. See **Per-frame hooks and the two axes** above. - **Renaming.** Renaming the folder changes the identity. Update every `component.add(<oldname>, ...)` call and the scene JSON entries that reference it. ## Related types - `.module` — pure-function library, no per-entity state. - `.service` — globally-scoped behavior, no per-entity state. - `.preset` — a captured component configuration, replayable into `component.add` without re-typing fields. - `.bundle` — entity hierarchies that may carry component attachments as part of the bundle. ## In the Inspector Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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# volume High-level Luau API for 3D textures and volumetric rendering. Composes the engine's generic `compute.*` primitives into volume-specific helpers — procedural builders (`sphere`, `box`, `noise`), a sparse NanoVDB-style occupancy grid for empty-space skipping, and a one-call raymarcher that composites a volume through any entity's transform. Pairs with the `Volume` component which attaches a built (or imported) texture to an entity. ## Exports - `M.create({name, width, height, depth, format?, storage?}) -> Volume` — allocate a fresh, zero-filled 3D texture and return a Volume wrapper. - `M.wrap({name, format, occupancyName?, occupancyBrick?}) -> Volume` — wrap an existing named texture without recreating it (used by the .zvol viewer). - `M.get(name) -> Volume?` — the live volume built under that texture name, with its dimensions, channel count, occupancy grid and brick pool. - `M.names() -> {string}` — every name `M.get` answers to, sorted. - `M.register(volume) -> Volume` — publish a wrapped volume under its own texture name. - `M.unregister(name) -> Volume?` — stop answering for a name and hand back the volume that held it, leaving its GPU resources alone. - `M.releaseTarget(name) -> boolean` — destroy a render target this module built for `render` and forget its size. - `M.sphere(opts) -> Volume` — procedural Volume filled with a soft sphere SDF. - `M.box(opts) -> Volume` — procedural Volume filled with a soft box SDF. - `M.noise(opts) -> Volume` — procedural Volume filled with FBM noise. - `M.raymarchShaderIdentity() -> string` — absolute identity of the shared raymarch shader. - `M.compositeShaderSource() -> string` — WGSL source for the post-process composite blending `scene_volume_rt` over the scene. - `M.FORMATS` — table of canonical format strings (`R8`, `R16F`, `R32F`, `RGBA8`, `RGBA16F`, `RGBA32F`). - `volume:destroy()` — release the GPU texture + occupancy. - `volume:writeBytes(bytes) / :writeFloats(floats)` — upload payload to the 3D texture (matches the texture's format). - `volume:fill(fn)` — CPU procedural fill via `fn(x,y,z) -> color`. - `volume:readback() -> bytes` — pull the texture's current contents back to Luau. - `volume:buildOccupancy({brickSize, sampler?})` — build an R8 occupancy companion for empty-space skipping. - `volume:buildSparse({brickSize?, threshold?, headroom?, capacity?, mode?})` — page the volume into bricks, keeping only the ones holding something. Yields while the brick count reads back — twice unless `capacity` says how many slots to take. - `volume:refreshSparse()` — re-page from the volume's current contents; two dispatches and no wait. - `volume:releaseDense()` — free the dense texture and render from the brick pool alone. - `volume:releaseSparse()` — free the brick pool and page table and go back to rendering the dense texture. - `volume:readSparseCounts()` — `{ bricks, wanted, overflow, capacity }` off the GPU; yields. - `volume:sparseStats()` — byte accounting: `denseBytes`, `poolBytes`, `pageBytes`, `residentBytes`, `ratio`. - `volume:fillCompute(shaderName, opts)` — drive a custom fill shader against this volume. - `volume:render(opts)` — dispatch the shared compute raymarcher into a 2D storage target, using `opts.entity` for AABB. A paged volume renders through its pool with no change at the call site. ## Usage ```luau local Volume = require("@builtin::systems.volumetrics.volume") -- Build a procedural noise cloud + occupancy. local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4, octaves = 4, threshold = 0.55, }) cloud:buildOccupancy({ brickSize = 8 }) -- Render through the shared raymarcher; output to scene_volume_rt. cloud:render({ entity = entity(id), target = "scene_volume_rt", targetWidth = 1280, targetHeight = 720, density = 8.0, absorption = 1.2, emission = 0.9, color = { 1.0, 0.9, 0.7 }, maxSteps = 256, mode = "rgba", }) ``` The `Volume.component` is the per-entity wrapper around this module — it resolves the name it carries through `Volume.get` and dispatches `volume:render` from its `update` hook. ## Addressing a volume by name Every volume this module builds answers to its texture name, so anything holding only the name — an entity's `Volume` component, a second script, a tool — reaches the volume itself: ```luau local cloud = Volume.noise({ name = "cloud", size = 128 }) cloud:buildSparse({ brickSize = 8 }) cloud:releaseDense() -- somewhere else entirely Volume.get("cloud"):render({ entity = entity.find("cloud_host") }) ``` What the name alone cannot express is what makes this matter: the voxel dimensions, which channel holds density, and whether the volume is paged into a brick pool. A holder that reconstructs a wrapper from the name gets a dense volume that the paging may already have released. One volume owns a name at a time: the 3D texture, the page table and the brick pool all address it, so `create` over a name a live volume holds releases that volume first and says so in the log. `destroy` clears the entry. A wrapper around a texture another system owns is published with `Volume.register` and dropped with `Volume.unregister`, which hands the volume back so it can still be destroyed. The names live where this module is loaded — one set per Luau VM, alongside the raymarch target registry. `render` builds its `target` on the first call that names one and keeps its size, so repeated renders reuse it; `Volume.releaseTarget(name)` destroys that target and forgets the size, and the next render builds it again. ## Paging a volume into bricks A dense volume costs its bounding box. `buildSparse` splits it into bricks, keeps only the ones holding anything over `threshold`, and stores those in a brick pool; a page table one texel per brick says which slot each resident brick took, and 0 says the brick holds nothing. That page table is also the grid the raymarcher already skips empty space with, so paging and empty-space skipping are the same structure. ```luau local cloud = Volume.noise({ name = "cloud", size = 128, threshold = 0.6 }) local stats = cloud:buildSparse({ brickSize = 8, threshold = 0.01 }) print(stats.bricks, "of", stats.grid[1] * stats.grid[2] * stats.grid[3], "bricks") print(stats.poolBytes, "vs dense", stats.denseBytes) cloud:releaseDense() -- the pool is now the only copy cloud:render({ entity = entity.find("cloud_host") }) ``` Both passes run on the GPU with no readback between them, so a volume a compute shader rewrites keeps a matching page table for the cost of two dispatches: ```luau cloud:fillCompute(myFillShader, { extraResources = { { kind = "buffer", name = fillU } } }) cloud:refreshSparse() ``` The pool is fixed at the size the build measured, so a volume that grows past it loses the surplus bricks. `refreshSparse` asks the GPU for the counts without waiting on them and folds them in on a later call, so `sparseStats()` reports the overflow — and the log carries a warning naming the capacity to page at — a frame or two after the refresh that caused it. `buildSparse`'s `headroom` buys the slots up front for a volume that is expected to grow. What it costs: - A block in the pool is the brick plus a one-voxel apron on every side, so a resident brick costs `(brick + 2)³` voxels. At `brickSize = 8` that is 1.95x per resident brick, at 16 it is 1.42x. The apron is what makes a trilinear sample inside a brick read exactly what the dense volume would have given it. - A pool is always `rgba16f`: it has to be writable as a storage texture and sampled with filtering, and that is the format that is both. A scalar volume therefore spends more per resident voxel than it did dense (its density rides in the pool's red channel), so `sparseStats()` reports `denseBytes` and `residentBytes` side by side rather than assuming paging is the smaller of the two. - `refreshSparse` re-pages from the dense volume, so a volume that will keep changing keeps its dense copy; `releaseDense` is for one that is finished. - Classification reads one channel: alpha for a four-channel volume, red for a scalar one. A four-channel volume that carries density in red — the one `render`'s `mode = "density"` marches — has to say so, with the same word: `buildSparse({ mode = "density" })`. A `render` that names no `mode` marches a paged volume from the channel its pool was filled from, so the two agree without the caller repeating the choice. ## Notes - Volumes are GPU-owned; the Luau wrapper just holds the named handle. `volume:destroy()` releases both the texture and any occupancy companion. - The composite target `scene_volume_rt` is shared across every Volume entity in the scene, so multiple volumes composite into one image. Override `opts.target` if you need separate render targets per volume. - Occupancy grids use a brick size (default 8) — smaller = more precise skipping at the cost of grid memory. - The `vdb_to_zvol.importer` in this package produces dense voxel buffers consumable by `compute.writeFloatsTexture3D`, which can be wrapped via `Volume.wrap` (see the `zvol_viewer.scene/` demo for the full path).
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# oceans A sea and the ground under it, as one package: the wave simulation, the surface that renders it, the seabed it is seen through, and the answer to "how high is the water here" that gameplay needs to float things on it. ```lua local Ocean = require("@builtin::systems.oceans.modules.ocean") Ocean.create({ preset = "gale" }) ``` That is a whole ocean — waves out to the horizon, foam on the breaking crests, a seabed below, and a surface that follows whoever is looking at it. To float something on it: ```lua local ocean = Ocean.forEntity(oceanEntityId) boat.position = { x, ocean:sampleHeight(x, z), z } ``` It is a building block. The sun the water glitters under, the ambient its foam sits in and the sky it reflects all come from the scene, through the same directional light and reflection probes every other material in the engine reads — so an ocean drops into a world that already has lighting instead of bringing a second set, and changing the scene's light changes the water with it. ## What it does The simulation is **spectral**: instead of animating individual waves, it builds the sea's energy across every wavelength and direction from an oceanographic spectrum, then inverse-transforms that into a height field. A real sea is what comes out — wind speed alone decides wave height, and it rises with wind the way a fully developed sea does, following the Pierson–Moskowitz law. It runs in **cascades** — independent wave fields over different patch sizes, each band-limited to its own range of wavelengths. A tile of roughly two kilometres carries the long waves and one of a few hundred metres the short ones; they sum into a surface with detail at every scale, and because the bands are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank** adds the swell analytically, which no cascade can hold: a wave longer than its own patch has nowhere to live, and swell arrives from a distant storm on its own heading anyway. **Foam** is not painted on. It comes from the Jacobian of the wave displacement: where the surface folds over itself, the wave is breaking. Whitecaps appear where and when the geometry actually breaks, accumulate into a persistent world-space field, and streak behind the crest as they decay. **Colour and transparency are the same mechanism.** Per-channel Beer–Lambert extinction over the distance light travelled through water gives both — red dies within a metre, blue survives tens. That is why shallow water over sand reads turquoise and the open sea reads near-black blue without switching materials. **The seabed** is one noise field read twice: scaled it is the terrain's relief, unscaled it picks between sand and rock, so outcrops stand on the high ground and sand fills the hollows. The sun's caustic web moves over both, bent by the horizontal displacement of the water directly above it. Bodies land on it: the pass that raises the ground writes the same field out as a height patch that travels with the viewer, so what a body stands on is what the frame drew. Nothing here ships an image. Every map the surface and the seabed sample — the foam patterns, the sand, the rock, the caustics — is grown on the GPU at startup. ## The pieces | Asset | What it is | |---|---| | `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. | | `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. | | `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. | | `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. | | `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. | | `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. | | `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. | | `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. | | `modules/oceanScene` | The seam between the scene capture and the materials that sample it. | | `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. | | `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. | | `materials/oceanWater`, `materials/oceanSeabed` | The default looks. | | `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. | | `computeShaders/ocean_*` | The ten-stage GPU pipeline. | ## Wind is the control Significant wave height goes as the **square** of wind speed, so that one field does most of the work: | Wind | Sea | Wave height | |---|---|---| | 3 m/s | glassy, a mirror | ~0.2 m | | 11 m/s | working sea, occasional whitecap | ~2.5 m | | 24 m/s | gale, breaking and streaked | ~12 m | Everything else shapes character rather than size: `choppiness` pinches crests into peaks, `standingWaveRatio` runs waves both ways instead of only downwind, `jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how readily a breaking crest whitens and how long it streaks. Read `documentation/oceans.guide` for the full walkthrough, including the seabed, buoyancy, reflections and what each tier costs.
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# Error Text A 3D "ERROR" text model used as the visible fallback when an asset fails to load — spawned in place of missing geometry so a broken reference is obvious in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into this bundle (mesh + material + texture + entity template). ## Composition - Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy. - Carries the extruded "ERROR" letter mesh, its material, and texture as private subassets. ## Usage Spawned automatically by the engine as the placeholder for an unresolved asset; can also be spawned directly to test the fallback path.
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component · born here
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# Asset Promote the bundle's spawned children from temporary to permanent scene state and remove the Asset component, "baking" the bundle's contents directly into the owning scene. Subsequent saves persist the baked entities verbatim and stop replaying the bundle template. Location: `src/lua/lib/components/Asset.component`
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module · born here
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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procgraph · born here
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# Scatter Strews copies of one shape over the surface of another, each with its own turn, lean and size. Both the surface and the thing scattered are inputs, so this covers rocks on a hillside, crates on a deck, bushes along a bank or rubble across a floor: wire it a different `source` and it is a different field. It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point. ## Inputs | Input | Type | Default | What it does | |-------|------|---------|--------------| | `surface` | Geometry | none | What the copies land on. Points are area-weighted, so a bigger face gets proportionally more. | | `source` | Geometry | none | The shape being copied. | | `count` | Int | 200 | How many copies. | | `seed` | Int | 1 | Changes the arrangement. The same seed always gives the same field. | | `scaleMin` | Float | 0.8 | Smallest per-copy size multiplier. | | `scaleMax` | Float | 1.4 | Largest per-copy size multiplier. Equal to `scaleMin` means uniform. | | `tilt` | Float | 0.15 | Radians of random lean off vertical. `0` stands every copy upright. | ## Output `instances`: a population, the points each carrying the source as its `Mesh`. A Generator draws it as one hardware-instanced draw call per source; `instances.realize` merges it into a single Geometry. ## Calling it Another graph calls a `.procGraph` as it calls a node, by its path or identity, naming the inputs in a table; the call answers what the graph outputs (`instances`). Its declared inputs are the call's inputs.
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# Volume Per-entity attachment that renders a 3D voxel texture (cloud, smoke, nebula, imported VDB grid) into the scene as a volumetric body. The component does NOT own the volume's lifetime — producers (the `volume` module, a custom compute fill, or `compute.writeTexture3D`) build the texture and pass its name in `volumeName`. The entity's world transform defines the AABB the raymarcher samples. `volumeName` is resolved through `Volume.get`, so a volume the `volume` module built is rendered as it stands — at its own dimensions, from its own density channel, through its occupancy grid, and out of its brick pool if it is paged. A name no volume answers to is taken as a bare 3D texture some other system owns, and `occupancyName` / `isRgba` describe it. ## Usage ```luau local Volume = require("@builtin::systems.volumetrics.volume") local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 }) cloud:buildOccupancy({ brickSize = 8 }) local e = entity.spawn("cloud_entity") e.localScale.set(8, 4, 8) e.component.add("Volume", { volumeName = "cloud", occupancyName = cloud.occupancyName, density = 6.0, }) ``` A paged volume costs what it holds and is named the same way: ```luau local cloud = Volume.noise({ name = "cloud", size = 128, threshold = 0.6 }) cloud:buildSparse({ brickSize = 8, threshold = 0.01 }) cloud:releaseDense() -- the brick pool is now the only copy local e = entity.spawn("cloud_entity") entity(e.id).localScale = { 8, 4, 8 } e.component.add("Volume", { volumeName = "cloud", density = 6.0 }) ``` ## Public fields | Field | Type | Sync | Default | Meaning | |---|---|---|---|---| | `volumeName` | string | Sync | `""` | Required. Name of the volume, or of a bare 3D texture, to render. | | `occupancyName` | string | Sync | `""` | R8 occupancy texture for a bare texture's empty-space skipping. Empty = no occupancy. A volume the module built carries its own, and a name set against one is reported as left aside. | | `density` | number | Sync | `1.0` | Density gain multiplier. | | `absorption` | number | Sync | `1.0` | Beer-Lambert absorption coefficient. | | `emission` | number | Sync | `1.0` | Emission gain. | | `color` | color | Sync | `{1,1,1,0}` | RGB tint + density floor in alpha. | | `stepSize` | number | NoSync | `0` | World units per ray step. `0` = auto-derive from volume extent. | | `maxSteps` | number | NoSync | `256` | Ray-march step cap. | | `target` | string | Sync | `"scene_volume_rt"` | Output render target name (composite key). | | `targetWidth` | number | NoSync | `1280` | Output width (px). | | `targetHeight` | number | NoSync | `720` | Output height (px). | | `useOccupancy` | boolean | NoSync | `true` | Toggle empty-space skipping. | | `isRgba` | boolean | Sync | `true` | `false` reads density from the red channel. Left `true`, a volume the module built is read from the channel it was built with, and a bare texture as RGBA. | All public fields use the `Field.<kind>(default, Sync|NoSync)` schema (PR #3019). Visual params (look, tint, density) propagate Sync; quality knobs (stepSize, maxSteps, target resolution, useOccupancy) are NoSync — each client picks its own perf/quality point. ## Lifecycle - **`awake`** — no-op. The volume texture is owned by the producer and looked up lazily on the first `update`. - **`update(dt)`** — resolves `volumeName` through `Volume.get`, falling back to a wrapper over a bare texture of that name, and dispatches the compute raymarcher into `target`. The resolution runs every frame, so a volume built, paged or destroyed after this component attached is picked up on the next one. - **`onPropertyChanged(key, value, old)`** — drops the resolved volume when `volumeName`, `occupancyName`, or `isRgba` changes, forcing a re-resolve on the next frame. ## Related - `volume` module — texture builders and name lookup (`Volume.noise`, `Volume.get`, `Volume.wrap`, `:buildSparse`, `:render`). - `vdb_to_zvol.importer` — VDB → dense voxel pipeline that produces textures consumable by this component. - `volumeDemos` / `volumetricSky` packages — worked examples.
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# Default The neutral fallback surface — a plain white, non-metallic PBR material with mid roughness (`0.5`), sampling the built-in white texture. This is what an object renders as when no material is assigned. Built on `@builtin::shaders.pbr`. ## Inputs - `colors.base_color` — the flat tint (white by default). - `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte dielectric. - `textures.base_color_texture` — the built-in `default:white` texture.
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# lamp_post (bundle) A lamp post: a slim post, a lit head sitting on top of it, and the point light it casts. Four entities under one root — `post`, `head` and `glow` — built from builtin meshes and materials, so the bundle carries no geometry of its own. Its foot sits at `y = 0` and it stands 2.53 units tall, so placing it at a position on the ground puts it on the ground. ```lua asset.resolve("@builtin::bundles.lamp_post", "bundle"):instantiate(nil, { position = { 4, 0, 2 }, rotation = { 0, 30, 0 }, scale = 1.2, }) ``` ## What it is for It is the prop a starting scene places to show what placing an asset does: one call brings a whole hierarchy in as the scene's own entities, and the `Light` riding along shows that a bundle carries behaviour and not only shape. Reach for it whenever a scene needs a light source that reads as an object rather than as a floating value.
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module · born here
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# generator_inspector The `Generator` component's card on an entity. It replaces the card's generic `settings` section with one built from the bound graph: the graph it runs, as an asset picker, and which of its outputs it realizes; then groups — Inputs, one row per input the graph declares in the control its type takes, each able to take an expression over the graph's own time; Timeline, the transport, scrubber, range, frame rate, looping and wall time; Cook, what is cooking, what cooking has cost and the frame budget — and the Flatten action. The component's `inspector.luau` returns this module, so the editor's inspector framework (`edui.inspector.componentSections`) shows it wherever the component is on an entity. While the clock runs, or the range is still cooking, the card asks the panel to follow it. Editing an input row writes the value into the component's `params`, which regenerates the live output in place. A write the input's type cannot hold is refused, and the row says why. `buildFieldSpecs(graph, params)` is the pure row mapping: one spec per declared graph input, sorted by name, carrying its kind, its current value (the param override when set, else the declared default), its declared range, the asset kind a reference input picks from, and whether the value changes over time.
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assettype · born here
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# 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.
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material · born here
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material · born here
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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assettype · born here
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# Bundle (asset type) A bundle is a composable, spawnable entity assembly— a saved entity hierarchy plus its components, sub-assets (meshes, textures, animations, materials, sub-bundles), and any nested data, packaged into a single addressable identity. Bundles are the engine's "prefab" primitive. There are **two ways** to bring a bundle into a scene — and the difference matters enormously for scene saving and live editing. See "How to spawn" below before you write anything. If you want one snapshot of a whole world / level, use a `.scene`. ## Where it lives - Source: `/zero/source/.../<Name>.bundle/` - Identity: `<Name>` (the `.bundle` suffix strips for use in identities, but the on-disk folder keeps the suffix). - Folder shape (container type — open child set): - `entity_template` — JSON of the entity hierarchy + components. **Required.** - `preview.png` — a rendered still of the assembled hierarchy, the bundle's persisted visual description. **Required.** Rendered when the bundle is staged (`zm add`) with its preview missing or stale, and by `generatePreviews`; it syncs, publishes, feeds image-based search, and gives browsers a thumbnail. - Anything else: meshes / textures / materials / animations / sub-bundles. Validator allows arbitrary additional files (`allow_unlisted: true`). ## How to create one Two paths, depending on whether you have an in-scene hierarchy or are authoring from scratch: ```luau -- From an existing in-scene entity: composes the given entity tree into a bundle. local bundle = asset.create("bundle", "<Name>",<entityProxy/id>) -- Or scaffold an empty bundle, then update it from an entity: local bundleRef = asset.create("bundle", "<Name>") bundleRef:update(entityId) ``` ## How to spawn ### 1. `Asset` component — live-linked (the canonical way) **This is the primary way to put a bundle into a scene that survives saving as an asset reference.** Spawn an empty entity, attach the `Asset` component, point it at the bundle: ```luau local car = entity.spawn("car_1") car.component.add("Asset", { source = "<bundleIdentity>" }) ``` What you get: - The bundle's hierarchy spawns as **temporary** children under the owning entity. They're real, addressable runtime entities, but they are NOT serialized into `scene.json` on save, only the Asset component and its entity is saved. - **Live editing of the bundle is supported.** When you edit anything inside the `.bundle/` (entity_template, meshes, materials, sub-bundles, components), every entity in the world carrying that `Asset` component automatically tears down its spawned children and rebuilds them from the new template — same frame, no restart, no manual reload. The `onAssetReload` hook in `Asset.component/init.luau` drives this. - **Per-instance overrides survive across reloads.** Move a spawned child, rename it, add/remove components on it, edit a component's public state — the changes land in the Asset's `public.diff` (a sparse delta keyed by the child's `original_id`) at save time and are replayed by `bundleRef:instantiate()` on next load. The bundle stays a single source of truth; per-spot tweaks ride on top. - **Stable child ids across reloads.** `public.idMap` records the `original_id → runtimeId` assignment on first spawn; on every subsequent spawn the same mapping is reused so cross-entity references (e.g. `SkinnedModel.skeletonRoot = "ent_xxx"`) stay valid. ### 2. `bundleRef:instantiate` — baked, no live link Resolve the bundle and instantiate it onto an entity — this spawns the children **without** the live-link plumbing the `Asset` component provides: ```luau local car = entity.spawn("car_1") asset.resolve("<Name>", "bundle"):instantiate(car) ``` What you get — and the trade-offs: - The children spawn as **regular** (non-temporary) entities. On the next `layers.active:save()`, the entire spawned hierarchy is serialized into `scene.json` verbatim. - **No live link to the bundle.** Editing the `.bundle/` after the fact has no effect on already-spawned hierarchies. The bundle was effectively consumed at spawn time. - Scene-save / restore round-trip works the same as for any other hand-authored entity tree. Use this path when you want a one-shot expansion of the bundle into permanent scene state (e.g. you're populating a scene's static layout from a parametric bundle and don't want a live link). You can convert a live-linked instance into a baked one explicitly via `Asset:bakeIntoScene()` — this drops the `Asset` component and promotes the temporary children to permanent scene entities. ## How it operates 1. **Registration.** Writing into a `.bundle/` folder indexes the asset with the container-category restore plumbing. 2. **Inner refs.** Component fields that reference assets inside the bundle use the `__ref` shape (`{ "__ref": "<guid>", "name": "...", "type": "..." }`). The asset registry resolves them at spawn time. 3. **Identity preservation.** The `.bundle` suffix stays in the identity for container types — `<Name>.bundle` resolves under that exact string, distinguishing it from any `<Name>.scene` at the same stem. 4. **Hot reload.** Saving `entity_template` (or any file in the bundle directory) fires the engine's per-asset content-changed hook, which calls `onAssetReload("source")` on every entity whose `Asset` component points at the bundle. Each carrier despawns its children and re-instantiates against the new template — typically next frame. ## Discovery - `asset.list("bundle")` — every registered bundle. - `asset.inspect("<name>")` — sub-asset catalog, source, this type README. - `ls /zero/source/<Name>.bundle` lists the files the folder holds. ## Authoring conventions - Prefer `bundle:update()` or `asset.create("bundle","<name>",entity)` over hand-authoring `entity_template`. The in-scene composer wires `__ref` shapes correctly and pulls in every transitively-needed asset. - Keep bundles focused — one prefab per bundle. If you have a "vehicle + driver + sound" assembly, split into three bundles and reference them from a scene rather than packing all three into one bundle. - Name child entities meaningfully — bundle interiors are inspectable, and stable IDs let other tooling (`entity_template` edits, animation hooks) find them. - Sub-bundles compose: a bundle's `entity_template` can `__ref` a child `.bundle/`. The asset registry resolves them transitively. ## Common pitfalls - **Confusing the two spawn paths.** `Asset` component = live link, reference-only scene save. `bundleRef:instantiate()` directly = baked, full hierarchy in `scene.json`. - **Inner-ref guids drift.** If you copy an `entity_template` from one bundle into another, the `__ref` guids may not resolve — re-compose from a live scene rather than copy-pasting JSON. - **The `.bundle` suffix is part of the identity.** This is the container-category convention. Don't strip it in reference strings. - **Live editing only fires for live-linked carriers.** Already-baked entities don't update when you edit the source bundle. ## Related types - `Asset.component` — the canonical mount point for a live-linked bundle. See its README for the `idMap` / `diff` machinery in detail. - `.scene` — owns a whole world's worth of entities; spawns bundles into itself via `Asset` components on per-spot entities. ## In the Inspector Selecting a bundle opens its **Contents** section, from the bundle's inspect detail: the template's node count, its root, the component types attached across it, a table of each renderable node's mesh and material, and a link to each of those meshes and materials.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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# volumetrics Volumetric (3D-texture) rendering, end to end, in one package. Built entirely on the engine's generic `compute.*` GPU primitives — no Rust changes are needed to author new volumetric content. ## Layout | Asset | Identity | Role | |---|---|---| | `Volume.component` | `@builtin::systems.volumetrics.Volume` | Attach a 3D voxel texture to an entity; raymarches it through the entity's transform AABB. | | `VolumetricSky.component` | `@builtin::systems.volumetrics.VolumetricSky` | Singleton procedural cloud layer with TAA. | | `ParticipatingMedium.component` | `@builtin::systems.volumetrics.ParticipatingMedium` | Mark an entity as fog/smoke/dust that attenuates the light passing through it. | | `mediaTransmittance.module` | `@builtin::systems.volumetrics.mediaTransmittance` | Light-space optical-depth map: the registry, the settings, and the basis the map is built in. | | `mediaShadow.renderFeature` | `@builtin::systems.volumetrics.mediaShadow` | Builds the optical-depth map and attenuates each surface by the density in front of it. | | `volume.module` | `@builtin::systems.volumetrics.volume` | Builders (`noise`/`sphere`/`box`/`wrap`) + the `.zvol` header reader + occupancy + brick paging + the per-entity raymarch dispatch. | | `VolumeSequence.component` | `@builtin::systems.volumetrics.VolumeSequence` | Play an open volume sequence through an entity's transform AABB. | | `volumeSequence.module` | `@builtin::systems.volumetrics.volumeSequence` | A run of `.zvol` frames streamed through a fixed ring of resident volumes. | | `volumeDemos.module` | `@builtin::systems.volumetrics.volumeDemos` | Shared pipeline for the showcase scenes (fill + emissive raymarch + composite). | | `volumetricSky.module` | `@builtin::systems.volumetrics.volumetricSky` | Cloud volume + raymarch + TAA + composite orchestration. | | `shaders/*.shader` | `@builtin::systems.volumetrics.shaders.*` | `volume_raymarch`, `volume_pages`, `volume_pack`, `cloud_noise[_v3/_v5]`, `cloud_raymarch[_v3/_v4/_v5]`, `cloud_taa`. | | `importers/vdb_to_zvol.importer` | (auto-discovered) | `.vdb` → dense `.zvol` via the `openvdb` WASM plugin (procedural fallback when the plugin isn't loaded). | | `presets/cumulus_default.preset` | `@builtin::systems.volumetrics.cumulus_default` | Canonical full `VolumetricSky` weather preset. | | `demo/*.scene` | `@builtin::systems.volumetrics.demo.*` | `sdf_solids`, `smoke_plume`, `nebula`, `godrays`, `zvol_viewer`, `sky`. | ## Path convention — fully-qualified builtin identities Every intra-package reference uses the asset's fully-qualified builtin identity, the same convention every other builtin package follows: ```luau local Volume = require("@builtin::systems.volumetrics.volume") local Sky = require("@builtin::systems.volumetrics.volumetricSky") local V = require("@builtin::systems.volumetrics.volumeDemos") -- shader identities, e.g. asset.resolve("@builtin::systems.volumetrics.shaders.volume_raymarch") ``` Qualified identities are caller-independent: they resolve identically from a module, a scene entrypoint, or a component. Caller-relative (`.sibling`) requires are deliberately avoided here because the component runtime caller identity is `@builtin::components.<Name>`, so a `.sibling` require from a component resolves against the wrong root. (An earlier revision of this package used a `~volumetrics` package-root alias for relocatability; that alias is not resolvable on current main, so the package uses qualified identities throughout.) ## Usage ```luau -- Per-entity volume. The component resolves the name through `Volume.get`, -- so a volume paged into a brick pool renders from the pool under the same -- name: local Volume = require("@builtin::systems.volumetrics.volume") local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 }) cloud:buildSparse({ brickSize = 8 }) cloud:releaseDense() entity(id).component.add("Volume", { volumeName = "cloud", density = 6.0 }) -- Procedural sky: local sky = entity.spawn("sky") sky.component.add("VolumetricSky", {}) preset.apply("cumulus_default", { entity = sky.id, component = "VolumetricSky" }) -- VDB import: drop a `.vdb` into the VFS; the importer writes a `.zvol` -- alongside it. Load it with the zvol_viewer demo scene. -- Animated run: one `.zvol` per frame, played through a bounded ring. local Seq = require("@builtin::systems.volumetrics.volumeSequence") Seq.open({ name = "plume", frames = framePaths, resident = 3, fps = 24 }) entity(id).component.add("VolumeSequence", { sequenceName = "plume", density = 6.0 }) ``` ## Plugin dependency The VDB importer delegates real OpenVDB parsing to the `openvdb` plugin in the builtin library, `@builtin::plugins.openvdb`. Without the plugin the importer falls back to a deterministic procedural torus so the pipeline stays functional.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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backing path · systems/procgen.package/Generator.component

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