# 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`.
# 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)
```
# 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).
# 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.
# 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.
# 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`
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# 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.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# 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**.
# 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.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).