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

xr_embodiment

The local player's body in a headset: which entity it is and why, the eyes seated in it, its head hidden from the eyes alone, its arms reaching for the hands, and the choice between that and the game's own camera. The public surface is `xr.body`, `xr.perspective`, `xr.setPerspect…

by◐lumi·posted 7h ago
What it does

xr_embodiment

The local player's body in a headset: which entity it is and why, the eyes seated in it, its head hidden from the eyes alone, its arms reaching for the hands, and the choice between that and the game's own camera. The public surface is xr.body, xr.perspective, xr.setPerspective and xr.perspectiveStatus; this module is what they call, and it runs the presentation while a session draws frames in play mode.

local Embodiment = require("@builtin::modules.api.engine.xr_embodiment")

local body = Embodiment.findBody()        -- { entity, reason } or nil
Embodiment.setPerspective("game")         -- the person's client setting `xr.perspective`
print(Embodiment.status().why)

What it does each frame

  1. Finds the body in order: the avatar bound to the local player, the entity the game's camera follows, the entity the local player's character controller moves. A candidate is the body only when the game uses it (usedByGame): the game's camera follows it or a character controller the local player drives moves it. The search repeats every BODY_RECHECK_SECONDS.
  2. States the eyes' point to the engine (__xr.setRigPosition): the body's root, the offset the eyes keep from it, and the body's eye height straight up.
  3. Draws the body's skinned meshes a second time for the eyes with the head bone collapsed (SkinnedModel.collapsedBones), on the layer xrEyes; the meshes themselves draw on xrSelf, which the eyes do not draw. Parts below the head bone (a hat, hair) and name labels draw on xrSelf alone.
  4. Adds an IKRig to the body with a hand target for each hand, and follows each hand (xr.hand) with the matching arm: the target stands at the wrist and turns to the palm, so the arm reaches the wrist and the hand bone takes the hand's orientation. A hand holding a controller turns with the controller's grip; a tracked bare hand turns with its palm.
  5. States the hand's finger directions (xr.hand(role).directions) to the rig, which points each finger bone of the avatar's hand along its direction. A hand holding a controller curls its fingers around the grip by the trigger and grip travel. The targets are synced entities and the rig's fields sync, so the players who see the body see the same hands; a still hand states nothing new.
  6. Follows the head with the body (xr_body): real steps carry it through the character controller, the torso turns toward the head's way, the spine bends and the hips move to the head, and the legs step so the feet stay planted. The eyes stay where the real head is.
  7. Reads a click of the right thumbstick as the switch between the two perspectives.

Testing without a headset

setInput(source) replaces the tracked devices with a table of drawing(), pose(role), controller(hand) and optionally hand(role) (the shape of xr.hand); tick(dt) runs one frame. setInput(nil) reads the session again.

What the person sees of their hands

tickHands(dt) runs in every mode while a session draws frames. It shows the hand and controller models (xr_models; a hand the body draws with its own arm has no model), draws the arc of a teleport (xr_gestures) and states the layers the eyes draw: xrSelf is never drawn by the eyes and xrEyes always is. bodyHands() says which hands the body draws.

Interface

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

conforms to

zero/source-extract/v2

The local player's body in a headset: which entity it is and why, the eyes seated in it, its head hidden from the eyes alone, its arms reaching for the hands, the body following the head, and the choice between that and the game's own camera. The hands and controllers shown to the person, and the gestures of bare hands, run in the same loop. A third-person game has a body the player controls and a camera following it. In a headset the eyes stand in the body's head: the person standing tall has their eyes at the body's eye height, because the tracking space is scaled by the body's eye height over the person's, so every move of the head and the hands keeps the body's proportions; the body's head and what is attached to it draw for every view but the person's own eyes; the arms follow the hands. The game's camera entity faces where the person looks, in either perspective: its `transform.forward`, `right` and `up` are the head's through the rig, and what hangs under it follows the head, so game logic that aims, picks up or prompts along its camera acts where the person looks. Its `position` and `rotation` stay the game's own, the base the rig is built from, so a script that reads them, changes them and writes them back behaves as on a desktop. The person switches to the game's camera at any time and the choice is kept for the world. The public surface is `xr.body`, `xr.perspective`, `xr.setPerspective` and `xr.perspectiveStatus`.

IKRig

noBodyWhy(unusedAvatar: string?) → string

Why the game's camera is the view when no body is found. @param unusedAvatar The avatar the spawn system bound to the player that the game uses for nothing, nil when there is none. @return The reason, in plain words.

argtypedescription
unusedAvatarstring?

usedByGame(id: string, follow: string?, driven: { string }) → boolean

Whether the game uses an entity as the player's body: its camera follows it, or a character controller the local player drives moves it. An avatar the spawn system bound to the player that neither holds is a body the game never uses, as in a game that plays from its own fixed camera. @param id The entity id. @param follow The id the game's camera follows, nil when it follows nothing. @param driven The ids of the entities the local player's character controllers move. @return Whether the game uses the entity as the player's body.

argtypedescription
idstring
followstring?
driven{ string }

resolvePerspective(preference: Perspective?, firstPerson: boolean, hasBody: boolean) → void

The perspective the person sees from, and whether they can choose. @param preference The kept choice, nil when none is made. @param firstPerson Whether the world's camera is a first person camera. @param hasBody Whether a body was found. @return The perspective and whether the person can switch.

argtypedescription
preferencePerspective?
firstPersonboolean
hasBodyboolean

yawOf(rotation: { x: number, y: number, z: number, w: number }) → number

The yaw a rotation faces: the angle about +Y, in radians, that turns -Z onto the rotation's forward direction flattened onto the ground; zero faces -Z. @param rotation The rotation. @return The yaw, or nil for a rotation facing straight up or down.

argtypedescription
rotation{ x: number, y: number, z: number, w: number }

eyeHeight(humanoidEyeHeight: number?, capsuleHeight: number?, drawnHeight: number?, scale: number) → void

The eye height of a body, in metres above its root. A humanoid states its own; a character controller's capsule has eyes near its top; anything else takes the same share of its drawn height. @param humanoidEyeHeight The humanoid's eye height, nil without one. @param capsuleHeight The character controller's height, nil without one. @param drawnHeight The body's drawn height above its root, nil when unknown. @param scale The body's vertical scale. @return The eye height and which source stated it.

argtypedescription
humanoidEyeHeightnumber?
capsuleHeightnumber?
drawnHeightnumber?
scalenumber

rotate(q: { x: number, y: number, z: number, w: number }, v: { x: number, y: number, z: number }) → void

Rotate a vector by a quaternion. @param q The rotation. @param v The vector. @return The rotated vector.

argtypedescription
q{ x: number, y: number, z: number, w: number }
v{ x: number, y: number, z: number }

newHeight( ) → Height

A person whose head has not been seen standing. @return The height on record.

measureHeight(height: Height, headHeight: number, dt: number) → Height

Read one frame of the head's height above the floor into the person's height: the tallest height the head has held for `HEIGHT_HOLD_SECONDS` is the person's standing eye height. @param height The height on record, changed in place. @param headHeight The head's height above the floor this frame, in metres. @param dt Seconds since the previous frame. @return The height on record.

argtypedescription
heightHeight
headHeightnumber
dtnumber

trackingScale(bodyEyeHeight: number, personEyeHeight: number) → number

The scale the tracking space is drawn at for a body whose eyes stand at `bodyEyeHeight` and a person whose eyes stand at `personEyeHeight`: standing tall puts the eyes at the body's eye height. @param bodyEyeHeight The body's eye height, metres. @param personEyeHeight The person's standing eye height, metres. @return World metres per tracking metre.

argtypedescription
bodyEyeHeightnumber
personEyeHeightnumber

rigHeight(ground: number, scale: number, originHeight: number) → number

The rig's height for a tracking space whose zero is the floor: the rig is where a head at the recenter origin has its eyes, so a head at a tracking height `h` stands `scale * h` above the ground the body stands on. @param ground The height of the ground under the body, metres. @param scale World metres per tracking metre. @param originHeight The recenter origin's tracking height above the floor. @return The rig's height.

argtypedescription
groundnumber
scalenumber
originHeightnumber

wristTarget(pose: { position: any, rotation: any }) → void

Where the wrist stands for a hand holding its controller at `pose`: behind the grip along the grip's own +Z. @param pose The grip pose, world space. @return The wrist position.

argtypedescription
pose{ position: any, rotation: any }

underRig(from: any, rig: any, position: any, rotation: any?) → void

Where a world pose read this frame stands once the rig has moved from the rig the poses were placed through to `rig`: the pose keeps its place relative to the rig, in the rig's scale. @param from The rig the poses were placed through, `{ position, yaw, scale? }`. @param rig The rig the eyes are placed by, `{ position, yaw, scale? }`. @param position The world position read. @param rotation The world rotation read, or nil. @return The position and the rotation under `rig`.

argtypedescription
fromany
rigany
positionany
rotationany?

approach(current: number, target: number, step: number) → number

Move `current` toward `target` by at most `step`. @param current The weight now. @param target The weight wanted. @param step The most it may move. @return The weight after the move.

argtypedescription
currentnumber
targetnumber
stepnumber

pressed(was: boolean, down: boolean) → boolean

A click as an edge: true on the call where `down` turns on. @param was Whether the control was down on the previous call. @param down Whether it is down now. @return Whether it was just pressed.

argtypedescription
wasboolean
downboolean

drawing( ) → void

pose(role: string, kind: string?) → void

argtypedescription
rolestring
kindstring?

controller(hand: string) → void

argtypedescription
handstring

hand(role: string) → void

argtypedescription
rolestring

roles( ) → void

recenters( ) → void

tracking( ) → void

setInput(source: Input?) → void

Read the tracked devices from `source` in place of the XR session: a simulated headset states whether it draws, where its parts are and what its controllers read. Pass nil to read the session again. @param source The devices, or nil.

argtypedescription
sourceInput?

loadPreference( ) → void

applyPreference(value: any) → void

Take the person's choice of perspective, as the client setting holds it. @param value `"embodied"` or `"game"`.

argtypedescription
valueany

entityLive(id: string) → boolean

argtypedescription
idstring

avatarSource( ) → string

gameCamera( ) → any

The game's camera: the one the scene's own role names, which is the camera that follows the body even where the editor's camera wins the viewport.

cameraFollowSource( ) → void

controllerSources( ) → void

The entities the local player's character controllers move.

findBody( ) → void

Find the local player's body now: an entity the game uses as the player's body. @return The body, whether the game's camera is a first person camera, and the avatar the spawn system bound to the player when it is live and the game uses it for nothing (nil when a body is found or no avatar is bound).

used(id: string) → boolean

argtypedescription
idstring

layerMask(name: string) → number

argtypedescription
namestring

stateLayers(embodied: boolean) → void

argtypedescription
embodiedboolean

clearLayers( ) → void

isRenderable(e: any) → void

A part's drawn components: a skinned mesh, a static mesh, a text.

argtypedescription
eany

copyLocalTransform(from: any, to: any) → void

argtypedescription
fromany
toany

headBoneOf(body: any) → any

argtypedescription
bodyany

isHeadlessCopy(part: any) → boolean

Whether a part is a headless copy a presentation made: a skinned mesh named after its source with the suffix, collapsing a bone.

argtypedescription
partany

countParts(body: any, copies: { string }) → number

How many parts the body holds, not counting the headless copies.

argtypedescription
bodyany
copies{ string }

descendantSet(root: any) → void

argtypedescription
rootany

checksSettled(ids: { string }) → void

Whether every skinned mesh among `ids` has its render self-check's verdict. The check judges a mesh a few frames after it attaches, and a mesh whose pose is rebuilt under it (a copy added beside it, an IK pass wrapped around its animation) can be judged on the frame in between and mistaken for a collapsed one, so nothing of the body is touched while a verdict is pending.

argtypedescription
ids{ string }

skinnedMeshesOf(bodyId: string) → void

The skinned meshes of a body, itself included.

argtypedescription
bodyIdstring

measureEye(bodyId: string) → void

argtypedescription
bodyIdstring

buildPresentation(bodyId: string) → Presentation

argtypedescription
bodyIdstring

ensureArms(p: Presentation) → void

argtypedescription
pPresentation

dropArms(p: Presentation) → void

argtypedescription
pPresentation

dropPresentation( ) → void

changedFingers(last: { number }?, wanted: { number }) → void

The numbers `fingers` states, when they differ from the ones last stated by more than `FINGER_EPSILON`; nil when the fingers have not moved. @param last The numbers last stated, nil when none were. @param wanted The numbers now. @return The numbers to state, or nil.

argtypedescription
last{ number }?
wanted{ number }

updateArms(p: Presentation, dt: number, rigNow: any?) → void

argtypedescription
pPresentation
dtnumber
rigNowany?

placed(position: any, rotation: any?) → void

argtypedescription
positionany
rotationany?

sessionDrawing( ) → boolean

now( ) → number

setPerspective(wanted: Perspective) → Perspective

Switch to `perspective` and keep the choice as the person's client setting, the same in every world. A world whose camera is first person is embodied, and a world with no body shows its game camera, whatever the choice: the answer is the perspective in force. The choice is the person's: a world reads it and does not change it. @param wanted `"embodied"` or `"game"`. @return The perspective in force after the call.

argtypedescription
wantedPerspective

perspective( ) → Perspective

The perspective in force now. @return `"embodied"` or `"game"`.

togglePerspective( ) → Perspective

Switch between the two perspectives. @return The perspective in force after the call.

status( ) → Status

Everything about the presentation, for a settings screen or a test. @return The status.

body( ) → Body

The body found for the local player and how it was found. @return The body, or nil at the floor.

refresh( ) → void

Search for the body now rather than at the next recheck.

stateGameView( ) → void

The game's camera as the view: where the viewport is drawn from another camera (the editor's, in the editor profile), the rig stands at the game camera and faces the way it faces.

tick(dt: number) → void

Run one frame of the presentation. The session loop calls this; a test calls it to step. @param dt Seconds since the previous call.

argtypedescription
dtnumber

release( ) → void

Take the presentation down: the rig goes back to the game's camera, every part of the body draws as it did, and the hand and controller models and the teleport arc are taken away.

bodyHands( ) → void

The hands the player's body draws with its own arms. @return Which of the two hands the body draws.

tickHands(dt: number) → void

Run one frame of what the person sees of their own hands: the hand and controller models, and the arc of a teleport. It runs in every mode while a session draws frames; the models and the arc come down when it stops. @param dt Seconds since the previous call.

argtypedescription
dtnumber

start( ) → void

Start the loop that runs the presentation while a session draws frames. It polls twice a second while there is no session and runs every frame while there is one. Starting twice starts one loop.

⌬ Types
Reason = "avatar" | "cameraFollow" | "controller"Perspective = "embodied" | "game"Body = {Status = {Input = {Height = {

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# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. The body runs in an environment of the module's own: a name it declares without `local` is readable by the module's own functions and by no other script, so an export reaches its callers through the returned table and nothing else. Requiring a component's folder runs its chunk the same way, once, and its `update`, `start` and `public` stay in that environment; a component runs on an entity through `entity(id).component.add(name)`. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. A name the body declares without `local` lives in the module's environment, which every run of the module shares: a function the previous run left in place reads what the reload assigned. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
❒asset
# clientSettings The client's settings: the person's own on this device for the account signed in, the same in every world, on every platform and in a headset. They are a different thing from a world's own settings: `settings` is the world's settings file (`/zero/source/.world_settings`), authored with the world. - **Declared once, by the engine.** A group is one tab of the settings menu: `clientSettings.registerGroup{ id, title, description, icon, order, visible }`, where `visible()` says whether the tab shows on this client now. Entries name their group: `clientSettings.register{ ... }`. A setting carries - a `field` its every value is held to (`Field.enum`, `Field.range`, `Field.bool`), whose default is the setting's default; `labels` names an enum's members, `step` and `format` shape a range; - a `scope`: `"device"` for what depends on this machine, `"userPlatform"` for what follows the person on this kind of platform; - an `effect` of kind `"engine"`: `apply(value)` takes the value into the engine (on register, on every change and when the account changes), and `changed(value)` runs only when the person changes or resets it. An action carries no field and no value: its effect is `run()`, shown as a `button`. `available()` on either says whether it can be used now and, when it cannot, why. Every word a person reads (`title`, `description`, `label`, `button`, an enum's `labels`) is text or `{ key = "namespace.key", values? }`, the catalog message said in the player's language each time the menu is drawn. - **Reading.** `clientSettings.get(key)` is the value the person chose, or the setting's default. `clientSettings.list()` states every group with each entry's value, default, `source` (`"player"` once the person chose one, `"default"` before), scope, choices or range, and availability; the menu draws exactly that list. A world reads the settings it needs, e.g. `clientSettings.get("xr.perspective")`. - **Changing.** `clientSettings.set(key, value)` holds the value to the field, keeps it and carries out the effect; `clientSettings.reset(key | group)` returns a setting or a whole group to its defaults; `clientSettings.run(key)` runs an action. Each is refused with world or agent code on the Luau stack, naming the setting: the person changes their settings in the menu, and a world reads them and never changes them. - **The System tab.** The settings show as the System tab of the app menu (`appMenu`), the menu the pause action opens: every visible group a section, with **Reset to defaults** on a section where the person chose something. `clientSettings.open(group?)` opens the menu on that tab, from anywhere, a world's own code included; the editor's **Settings…** and the gear on its dock in a headset do the same. The tab shows while `clientSettings.reachable()` is true, that is while some group is visible. - **The groups.** **VR** (`xr_menu`) shows while this client can draw to a headset; every other group shows in a headset as it does on a desktop. - **Where values are kept.** As preferences of the signed-in account on this device (`zero_account_prefs`, under `setting.<key>`), whatever the scope; with nobody signed in, the signed-out record. Signing in or out switches to that account's settings and applies them. `clientSettings.onChanged(fn)` hears each change, and `fn(nil)` when the account changes. `clientSettings.buildSection(model)` returns the System tab's widget tree for a state, laid out for a desktop, a phone or a headset's panel.
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# xr_body The body that follows the person in a headset, in the way of a social VR avatar: three-point IK from the head and the two hands. The eyes are the real head, and the body follows it: - **Lean, look and crouch** move the upper body. The head bone reaches the real head: the hips drop for a crouch and shift toward a lean, the spine bends the rest of the way, and the neck and head turn toward the way the head faces (the body's `IKRig`, `headTarget` and `lookTarget`). - **The torso turns** toward the way the head faces once the head is past a slack of 40 degrees, at 160 degrees per second, while the body is not walking. - **Real steps** in the room carry the body once the head stands 0.3 m from it, through the character controller's own wall pass, so a wall stops the body. What the body was carried by is taken out of the eyes' offset (`body.absorbed`), so the eyes stay where the real head is. - **The legs step** when the body moves or turns. A foot stays where it was planted until its home, beside the body, is 0.2 m away; then it steps (0.24 s, 8 cm high), one foot at a time, and plants. The `IKRig` foot targets carry the feet. - **Trackers** place the hips and the feet: a device located under the role `waist` places the hips, and `left_foot` and `right_foot` place the feet in place of the stepping. The pure rules are `followStep`, `yawStep`, `stepFeet`, `footHomes`, `headBoneTarget` and `eyesFromHead`. `new(bodyEntity)` makes a body and `tick(body, frame, rig)` runs one frame against it; `drop(body, rig)` takes the targets down. The presentation of `xr_embodiment` runs it.
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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`, `outlineOccluded` (`"hide"`, the default, hides the rim where geometry stands in front of the mesh; `"dashed"` draws it there in dashes, the `occluded` choice of `@builtin::modules.outline`). 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) ``` **Tint is synced.** Every `tint*` field replicates, so `:setTint` is the colour every participant sees. A colour that changes every frame on many entities (a stress map, a heat map, a damage flash, per instance colour) belongs in an instance-data lane instead: wear `@builtin::materials.instance_color` (or `instance_color_unlit`) and write `renderer.instanceData.set(id, 2, r, g, b, coverage)`, which replicates nothing and costs about a twentieth of a tint write. `guides { path = "topics/rendering-instance-data" }` has the lane layout.
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# xr_models The hands and the controllers of a headset as models in the world. A hand is a rigged hand mesh whose 25 joint bones stand where the runtime puts the hand's joints, so the fingers bend as the person's do. A controller is the model of the Quest Touch Plus controller, with its trigger, squeeze, thumbstick and buttons moving as the person presses them. Both are temporary entities on the layer `xrEyes`, which only the person's own eyes draw. Their meshes state `pickable = false`, so the laser, which starts inside the hand or the controller, and the look ray hit the scene behind them (`getPointerHitTable()`). ```luau local Models = require("@builtin::modules.api.engine.xr_models") Models.tick({ mode = engine.mode, bodyHands = { left_hand = false, right_hand = false } }) ``` What shows follows the input: - a hand shows while a controller or hand tracking drives it and the player's body does not draw it with its own arm. Around a held controller the hand is the model of a hand holding it; - a controller shows in edit mode while it is held. It never shows in play mode and never while its hand is tracked bare. The models are the WebXR Input Profiles project's `generic-hand` and `meta-quest-touch-plus` assets, MIT licensed (`models/xr/LICENSE.md` holds the source and the licence). `setInput(source)` reads the tracked devices from a table of `handSource(role)`, `joints(role)`, `controller(role)` and `pose(role)` in place of the XR session, which is how a test or a desktop engine shows the models. `status()` says which models stand and whether they are ready; `release()` takes them all down.
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# Text3D Renders text in 3D world space. The quad auto-sizes to fit the text content and never clips. Positioning works like TextMeshPro: `offsetX/Y/Z` is a local offset from the entity, `pivotX/pivotY` is the anchor within the quad, and `billboard` makes it face the camera. With `billboard = false` the text reads from the entity's own forward, the local -Z that `transform.forward` reports and that `entity:lookAt` aims. Sizing — three fields, two jobs: - `worldHeight` — the quad's height in **world units** (default `1.0`). This is the one field that resizes a label, and it holds that height under every transform between the label and the world: a label hung off a shrunken detail box on a model comes out the size it asked for, and so does one whose own entity carries a `localScale`. Width follows the rasterised text's aspect. Measure the result with `getWorldSize()`, which reports the extent the quad is drawn at. - `fontSize` — the **raster resolution** in texels (default `32`). Higher values sharpen the texture and change wrapping against `maxWidth`; the world-space size stays `worldHeight`. - `scale` — rasterisation scale multiplier applied at raster time. Resolution only, like `fontSize`. `maxWidth` is the width the text wraps at, in pixels of the raster `fontSize` states; `0` keeps it on one line. A label already drawn is laid out again when the field is written, so a caller re-wraps one label to line after line rather than making a label per line. `alphaCutoff` decides whether the letters are a surface. At `0` (the default) the text is pure alpha blending: it draws over what is behind it and leaves the depth buffer alone, so a screen-space effect that reads scene depth — volumetric fog, screen-space shadows — integrates the whole distance behind the letters and the text sits inside it. Above `0`, coverage at or over the threshold is drawn opaque and written to depth, so those effects stop at the glyph shape instead. `0.5` reads well for most fonts; higher thins the letters, lower keeps more of the antialiased edge. Public fields: `content`, `fontSize`, `color`, `alignment`, `richText`, `maxWidth`, `outline`, `outlineColor`, `background`, `scale`, `worldHeight`, `alphaCutoff`, `shadowX/Y`, `fontFamily`, `weight`, `slant`, `offsetX/Y/Z`, `pivotX/Y`, `billboard`. `weight` and `slant` are strings (`"regular"` / `"bold"`, `"normal"` / `"italic"`). Methods: `setText(content)`, `setStyle(options)`, `getText()`, `getSize()`, `getWorldSize()`, `refresh()`. ```luau entity(id).component.add("Text3D", { content = "Hello World" }) entity(id).component.add("Text3D", { content = "HP: 100", worldHeight = 0.5, fontSize = 96, color = "red", offsetY = 2.0, pivotY = 0 }) -- A title that keeps its letters crisp through volumetric fog. entity(id).component.add("Text3D", { content = "RAISING", worldHeight = 3.0, alphaCutoff = 0.5 }) ``` A label that is not showing, or came out in a face you did not ask for, reads back out of the text system: `text.observe()` lists every live text object with the entity that owns it and the texture its raster is in, and `text.face(h)` names the font face the shaper actually used against the `fontFamily` that was requested. `topics/text` walks both.
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# Camera Manages viewport priority, render-to-texture, and capture. State is stored in the native `Camera` ECS component; the Rust camera system handles render scheduling and render targets. Public fields: `fov`, `near`, `far`, `priority`, `textureHandle` (the guid of the texture the camera renders into; empty = main viewport), `renderLayers` (which render layers this camera draws — a space-separated spec of names, e.g. `"all"`, `"all !ui"`, or `"default sky"`; `ui`/`sky`/`debug`/`EditorUI` are built-in layers), `postProcessing` (whether this camera runs the post-process chain), `debugChannel`, plus the behavior slot below. Methods: `:lookAt(target)` (entity id string OR `{x, y, z}` table), `:render()`, `:capture()`, `:setTargetTexture(tex?)` (a `renderer.texture.create` handle to render into, or nil for the viewport). ```luau entity(id).component.add("Camera", { fov = 90, priority = 10 }) entity(id).component.get("Camera"):capture() ``` The scene's play-mode camera is reached as `layers.active.camera`, a handle that reads and writes the fields above on whichever entity currently carries them. `layers.active.camera.entity` is the entity ref for that camera and `layers.active.camera.entityId` its id string, so a script that needs to attach something to the camera — an `AudioListener`, a child entity — goes through the ref: ```luau local cam = layers.active.camera cam.fov = 70 -- the camera's settings cam.entity.component.add("AudioListener") -- the entity carrying them ``` ## How the camera moves: `behavior` and `follow` A `Camera` does not move itself. `behavior` names a component that does, and setting it attaches that component to this entity. Clearing it detaches whatever was attached. ```luau local cam = entity(id).component.get("Camera") cam.behavior = asset.ref("@builtin::controller.orbital_follow", "component") cam.follow = playerBody ``` The attached behavior is an ordinary component on the camera's entity, so it is tuned the way any component is: read it with `component.get` and set its fields there. A `component.add` of the same type configures the instance the slot attached instead of adding a second one: the values it passes are written onto that instance and its proxy is returned. That add is the form a scene `build.luau` tunes the behavior with, because its values are saved with the scene and the loaded Camera's behavior takes them back. A key the component reads only as it is created (one of its `initKeys`, a private field) refuses the add and names the key. ```luau cam.behavior = asset.ref("@builtin::controller.third_person_follow", "component") local rig = entity(id).component.get("third_person_follow") rig.cameraDistance = 6 -- the same, as an add of the type the slot attached entity(id).component.add("third_person_follow", { cameraDistance = 6 }) ``` `follow` is the standard slot every shipped behavior reads. Set the follow target on the **Camera**, not on the behavior, so swapping behaviors keeps it. A behavior that finds its own `follow` field empty falls back to this one, which is what lets a rig keep tracking the player across a behavior swap. `followResolves` answers whether that slot names an entity that is live — `true` while it names a live one or names nothing at all, `false` once the target is despawned or the id names no entity. A rig whose target does not resolve holds its last pose, and this is the field that tells it from a rig posed correctly on a subject that has not moved. `camera.get` carries the same value beside `follow`, and a write naming an id with no entity behind it draws a warning where it lands. ```luau cam.followResolves -- false once the followed entity is gone tools.use("camera", "get", id).followResolves -- the same answer off the tool ``` The shipped behaviors live under `@builtin::controller.*`: `orbital_follow`, `third_person_follow`, `first_person`, `free`, `orbit`, `chase`, `isometric`, `rts`, `birds_eye`, `side_scroller`, `cinematic`, `menu`. ## Writing your own Any component can be a camera behavior. Write one that moves its own entity and attach it the same way: ```luau cam.behavior = asset.ref("MyChaseCam", "component") ``` `follow` lives on the Camera, so a behavior gets no property notification of its own when the target changes. Declare `onFollowChanged(newFollow, oldFollow)` to be told the moment it does — the Camera calls it on the component it attached, which is what lets a rig re-pose on the new subject at once. A behavior that reads `Camera.follow` on its own schedule declares nothing and is attached the same way. ```luau typed function public:onFollowChanged(newFollow: any, oldFollow: any) -- pose this entity against the new target end ``` To make it appear in the discovery catalog alongside the shipped ones, declare the `cameraBehavior` tag in the component's `.metadata`: ```json { "tags": ["cameraBehavior"] } ``` The tag governs **discovery**, not attachment. A tagged component is listed by `layers.active.camera.behaviors` and is what tooling offers when something asks "which camera behaviors exist"; an untagged component attaches just as well and simply stays out of that list. Tag the ones you want other people (and agents) to find. ```luau for name, ref in pairs(layers.active.camera.behaviors) do print(name, ref.identity) end ``` ## Texture colour space `textureColorSpace = "display"` applies the display transform when rendering into a texture. `"linear"` writes scene-linear values instead. `postProcessing` independently controls the effects chain in either mode. Floating-point targets retain values above one; normalized targets clamp to their representable range. The main viewport uses display encoding.
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# xr_gestures What the gestures of bare hands do in the world. The engine reads them from the joints of each hand (`xr.gestures()`) and makes the menu button and the snap turn itself; this module is the teleport. - **Menu.** The left palm faces the person and the fingers pinch: the left menu button is held for as long as the pinch is. - **Turn.** The right hand pinches and flicks to the left or the right: one snap turn step that way. - **Teleport.** The left hand points (middle, ring and little finger curled) and holds a pinch: an arc leaves the hand along its aim and a marker stands where it lands. Letting go after a short hold lands it, moving the player's body in play mode and the editor's camera in edit mode; letting go sooner cancels it. - **Grab.** A pinch that begins with the laser on an object grips it in the editor (`xr_edit`). ```luau local Gestures = require("@builtin::modules.api.engine.xr_gestures") Gestures.tick({ mode = engine.mode, body = bodyEntityId }) ``` `arcPoints`, `landing` and `lookRotation` are the arc's pure rules. `setInput(source)` reads the gestures, the aim pose and the ray cast from a table in place of the XR session; `status()` says whether an arc is drawn and how many teleports have landed.
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# CharacterController Kinematic mover. Integrates velocity against gravity, walls, ceilings and ground, and writes the result to the entity's position every frame. ## Driving it The character moves on a public input bus: `inputX`, `inputZ` and `inputJump`. Each frame the controller reads the bus, moves on what it found, and then refills it for the next frame. **Only the local player's body answers the player's controls.** The character the local player is bound to (`layers.active.players.localPlayer.avatar`) refills its bus from the `move` axis and the `sprint` / `jump` actions of its input map, so the map drives it whenever nothing else does. Every other character holds no map and refills its bus with no movement: an NPC, a mannequin, a preview or another player's body stands where it is until something writes its bus. The player's spawn binds the body for you; to hand the controls to a character you made, bind it: ```luau layers.active.players.localPlayer.avatar = entity(bodyId) ``` The character takes the map up on the frame after the bind and gives it back when the binding moves to another body. Anything else takes the character over by writing those three fields from its own `update()` — an AI brain, a networked peer, a replay, or gameplay code that wants the character committed during an attack. The write works from **any** `executionOrder`, because the refill happens after the read: whatever is in the bus when the controller next reads it is what the character does. - A writer ahead of the controller (`executionOrder` below `-100`) is acted on the same frame. - A writer behind it is acted on the next frame. - Stop writing, and the character stops one frame later; on the local player's body the map has it back instead. - Pausing gameplay empties the bus, so a character frozen mid-stride stands where it was paused and a writer that had it committed says so again. `inputX` / `inputZ` are a world-space velocity in units per second — the controller applies them as they are, so scale them yourself rather than expecting `moveSpeed` to. `inputJump` asks for one jump and the next update consumes it. A component that walks the character due north, whatever the input map says: ```lua -- Northbound.component/init.luau declare { executionOrder = 50 } -- anywhere works; 50 runs after the controller public = { speed = Field.number(4.0, Sync), } function update(_dt: number) local cc = public.entity.component.get("CharacterController") if cc == nil then return end cc.inputX = 0 cc.inputZ = -public.speed end ``` `WASDInput` is the same pattern shipped as a component: it reads an input map of its own and writes the bus of whatever component `targetComponent` names, which is how a mover that reads no controls of its own gets driven. On a CharacterController — which reads `move`, `sprint` and `jump` from its own `inputMap` — a WASDInput writes the bus every frame at its own `speed`, and that is the speed the character walks at. `CharacterController.install` adds one when `input = true` asks for it. ## The control scheme `inputMap` is the scheme the character answers to. It reads three controls from it, each on its own: - `move` — an axis2, projected against the active viewport camera so "forward" is into the screen. - `sprint` — held, multiplies `moveSpeed` by `sprintMultiplier`. - `jump` — pressed, asks for one jump. A map declaring only some of the three drives the character with those: a scheme with no `sprint` holds one gait, a scheme with no `jump` stays on the ground. The character logs which controls the map left out and names the map, so a game with three verbs ships a three-control scheme. A field naming no map leaves the character answering nothing, and logs that too. **Repointing it on a live character takes on the next frame.** The map the character was holding is stood down — its controls leave the live set and its touch buttons leave the screen — and the map named here is taken up in its place: ```luau entity(bodyId).component.get("CharacterController").inputMap = asset.resolve("mygame.input.run", "inputMap") ``` Assigning the map the character already holds changes nothing, so re-stating the scheme leaves the live set where it is. While gameplay is paused the character holds no map at all (the editor's camera has the controls), and it takes whatever `inputMap` names when play resumes. A character that is not the local player's body holds no map either, and takes whatever `inputMap` names when it is bound as that body. ## Platforms, belts and the contact filter The character meets the surfaces content declares on colliders the way a rigid body does. Its ground, wall and ceiling queries are cast for the character's own entity as their mover (`Physics.raycast(..., { mover = id })` and the same option on the shape casts), so the contact rules the physics step applies to bodies apply to it too: - **One-way platforms.** A collider whose `oneWay` points up holds the character from above only: it jumps up through the platform from below and lands on top of it, and walks through its sides. - **Dropping through.** `Physics.passThrough(character)` drops it through the one-way colliders it stands on (or, with a second argument, only those that entity owns). It falls through under its own gravity and meets each again once it is clear of it. ```luau Physics.passThrough(player) -- drop through what it stands on Physics.passThrough(player, platform) -- drop through this platform alone ``` - **Moving surfaces.** Standing on a collider whose `surfaceVelocity` moves (a conveyor belt, a treadmill, an escalator) carries the character at that velocity on top of its own walk. It keeps the carry as momentum when it jumps or walks off, and air control (`airControlFactor`) takes it back toward the walk it asks for. - **The contact filter.** Give the character a collider with a `contactTag` (a trigger capsule is enough) and `Physics.setContactFilter` answers its pairs: a collider whose tag the filter answers `"ignore"` or `"sensor"` with the character's tag is one the character walks through. ```luau player.component.add("CapsuleCollider", { isTrigger = true, contactTag = "player" }) Physics.setContactFilter("player", "ghostWall", "ignore") ``` ## Telemetry These read back what the mover did on the frame just simulated: - `grounded` — standing on ground no steeper than `maxSlopeAngle`. - `falling` — in the air and descending. - `sliding` — on ground too steep to stand on, being carried down it. - `blocked` — the character asked to move horizontally and the wall pass left it with none of that movement: pressed into a wall, or wedged where two surfaces meet. This is what tells a character standing still apart from one whose walk is being refused. - `slopeAngle` — the angle, in degrees, of the ground under it. - `velocityX` / `velocityY` / `velocityZ` / `horizontalSpeed` — its velocity. - `jumpCount` — jumps used since it last landed.
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# Humanoid Marker component for entities carrying a skeleton conforming to the standard humanoid bone layout (Synty / Unreal-Mannequin convention). Content reads a humanoid body's bones and attachment sockets through this component instead of re-walking the descendant tree, and seats items on those sockets with `:attach`. ## Bone naming convention ``` Hips Spine_01 → Spine_02 → Spine_03 → Neck → Head └ Eyes, Eyebrows, Jaw UpperLeg_R / UpperLeg_L LowerLeg_R / LowerLeg_L Ankle_R / Ankle_L Ball_R / Ball_L → Toes_R / Toes_L Clavicle_R / Clavicle_L Shoulder_R / Shoulder_L Elbow_R / Elbow_L Hand_R / Hand_L IndexFinger_01..04 / Thumb_01..04 / Finger_01..04 ``` Mixamo / Unity-Humanoid imports go through a bone-rename pass at import time (tracked separately). ## Fields | Field | Type | Notes | |---|---|---| | `height` | number | Foot-to-head height in T-pose, metres. Default 1.8. | | `eye_height` | number | Foot-to-eyes height, metres. Default 1.65. | | `bones` | `{ [string]: entity }` | Computed; bone-name → entity-proxy map. Re-walks on read. | | `sockets` | `{ [string]: entity }` | Computed; role (`righthand`, `head`, …) → the bone filling it on this body, through the body's RetargetProfile. | ## Methods | Method | Returns | Notes | |---|---|---| | `:bone(name)` | `entity \| nil` | Nil-safe single-bone lookup; same as `self.bones[name]`. | | `:socket(point)` | `entity \| nil` | The bone at a role, or at an exact bone name. | | `:attach(point, childId, opts?)` | `entity \| nil` | Seats `childId` on the socket bone at the socket's frame, moved by `opts.position` / `opts.rotation` / `opts.scale`. Position and scale are metres in the humanoid's own space, whatever bone units the rig was authored in; rotation is relative to the bone, as a quaternion `{ x, y, z, w }` or Euler degrees `{ pitch, yaw, roll }`. An option outside those three, or a value in none of those forms, raises with the item left as it was. Returns the socket bone. | | `:attachments()` | `{ { id, point, position, rotation, scale } }` | Every item seated with `attach`, with the point and transform it was seated with. An avatar body swap re-seats each on the new body. | ## Usage ```luau -- Read a specific bone local h = entity(playerId).component.get("Humanoid") local head = h.bones.Head -- entity proxy local handR = h:bone("Hand_R") -- nil-safe lookup -- Seat a hat 12 cm above the head, on any humanoid body local hat = entity.spawn("hat") h:attach("head", hat.id, { position = { 0, 0.12, 0 } }) -- Read height for camera mounting local cam = entity.spawn("eye_cam", { parent = playerId }) cam.localPosition = { 0, h.eye_height, 0 } ``` ## Tag convention Bundles carrying a humanoid skeleton tag themselves with both `playerVisual` AND `humanoid` in their `.metadata`. Tooling can filter to humanoid-conforming visuals via `asset.list("bundle", nil, { fields = { tags = { "playerVisual", "humanoid" } } })`.
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# IKRig Whole-character IK on a humanoid: both legs, both arms, a look-at, and ground adaptation, resolved through the body's canonical roles so one configuration works on any humanoid mesh. ```luau hero.component.add("IKRig", { grounding = true, rightHandTarget = ledgeRef, lookTarget = playerRef }) ``` Everything registers on a single solve pass in a fixed order: grounding, then legs, then spine and head, then arms. Grounding leads because it moves the pelvis, and the pelvis is the root of every limb. ## Fields - `leftFootTarget`, `rightFootTarget`, `leftHandTarget`, `rightHandTarget`, each with a matching `…Weight`. - `lookTarget`, `lookWeight`, `lookClampAngle`, `lookBodyWeight`. - `grounding` — casts a ray under each foot, moves that foot's target to the surface, tilts it to the normal, and drops the pelvis far enough that neither leg over-reaches. - `groundingMaxSlope` — how far a foot may tilt onto a steep face, in degrees. - `groundingFootHeight` — how far the foot's origin sits above its sole. - `groundingHalfLife` — smoothing on every value that comes off a raycast. Without it a ray crossing a step edge pops the foot between two heights. - `groundingRayUp`, `groundingRayDown` — how far above and below the foot to cast. An explicit foot target wins over the grounder. The grounder still counts that foot toward the pelvis drop, so planting one foot on a ledge while the other follows the terrain stays coherent. ## Checking it ```luau hero.component.get("IKRig"):rigState() -- { ready, status, pelvisOffset, limbs, look, error } ``` `limbs` carries each resolved limb's weight, residual distance, ground contact and lift. `pelvisOffset` is the current drop — roughly zero on flat ground whether or not grounding is doing anything, so read the per-foot `grounded` flags rather than the offset alone. Climbing is a character controller's job. Grounding lowers the pelvis but never raises it, so a tall step asks a leg to stretch past its limit and the solve stops short.
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# SkinnedModel Component that drives skinned model playback and animation graph integration. Like `Model`, it carries the `material` field (`AssetRef<material>`) — material lives on the model that renders it, not as a standalone component. Set it at add time or assign `entity(id).component.get("SkinnedModel").material = "..."` later; `:setMaterialProperty` / `:getMaterialProperty` / `:getMaterialPropertyNames` operate on the assigned material (registry-wide). **Tint is synced.** Every `tint*` field replicates, so `:setTint` is the colour every participant sees. A colour that changes every frame on many characters (a damage flash, a team colour, a heat map) belongs in an instance-data lane instead: wear `@builtin::materials.instance_color` (or `instance_color_unlit`) and write `renderer.instanceData.set(id, 2, r, g, b, coverage)`, which replicates nothing. `guides { path = "topics/rendering-instance-data" }` has the lane layout. ## Blend model `skinning` chooses how the pass combines a vertex's joint influences. - `"linear"` (default) averages the joint matrices themselves. The average of two rotations is not a rotation, so a strongly twisted joint loses volume toward its axis — at a 180° twist a limb collapses onto the axis entirely. - `"dualQuaternion"` averages the joints' rigid motions as unit dual quaternions and renormalises, so the blend is a rotation at every weight and the cross-section is carried through the twist. Non-uniform joint scale rides along as a separately blended stretch. It costs a quaternion extraction per influence, so it is worth setting on characters whose wrists, shoulders or spine twist far, and leaving off elsewhere. ```lua entity.find("hero").component.get("SkinnedModel").skinning = "dualQuaternion" ``` A rig at rest renders identically under either model. ## Render self-check A few frames after its mesh attaches, a SkinnedModel checks that the mesh names something the engine can draw (on the GPU, or held off the device until this display puts it back) and that the pose it is drawn in has not collapsed it: the posed vertices the skinning pass wrote are measured against the mesh's own bind-pose extent, so a 1 cm part of a prop is judged by its own size. A mesh that fails is swapped for the builtin ERROR marker, drawn un-skinned with the error material, and the reason is logged. Setting `model` again takes the marker down and checks the new mesh. `renderCheck()` answers the verdict: `{ state = "pending" | "passed" | "failed" | "skipped", reason }`. ```lua local v = entity.find("prop_part").component.get("SkinnedModel"):renderCheck() if v.state == "failed" then print(v.reason) end ```
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assettype · born here
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# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
▲ 0↑ born
·
assettype · born here
❒asset
# Component (asset type) A component is a reusable behavior + data unit attached to an entity. The component file declares public fields, methods, and lifecycle callbacks; the engine instantiates one per attachment and drives its hooks every frame. Components are the primary unit of gameplay code — movement, AI, animations, UI panels, network sync, and per-entity state all live here. ## When to use one - You need per-entity state that survives across frames. - You need per-entity behavior driven by engine lifecycle hooks (`start`, `update`, `onDestroy`). - You want to expose configurable fields to designers / `entity.spawn` callers / scenes without code changes. If you need a stateless pure-function library, use a `.module`. If you need to generate content declaratively, use a `.service`; compute work belongs in a `.computeShader`. ## 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 once per physics step, straight after it, with the step's `dt`, so a frame can run it several times or not at all; `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`, `onDestroy`) 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 `.computeShader`, 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. References to the component are recorded against the component itself, so renaming or moving it does not break them. ## Related types - `.module` — pure-function library, no per-entity state. - `.service`: a declarative content generator, no per-entity state. - `.preset` — a captured component configuration, replayable into `component.add` without re-typing fields. - `.bundle` — entity hierarchies that may carry component attachments as part of the bundle. ## In the Inspector Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
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# ik The inverse kinematics library behind the `IKChain`, `IKLimb`, `IKLookAt`, `IKAim`, and `IKRig` components. Require this module when you are driving a chain from a script, or writing a solver of your own; the components are the normal way in. ## Exports - `chain` — resolve a root-to-tip bone run from a rig, run forward kinematics over it, and move it between pose buffers. Everything else operates on a chain. - `solvers` — `twoBone`, `ccd`, `fabrik`, `aim`, `lookAt`, plus `byName` and `names` for looking one up from a component field. The five are also lifted onto this module directly. - `limits` — cone and hinge rotation limits, measured from a bone's rest pose. - `grounding` — foot probes, slope-clamped surface alignment, pelvis drop, and the framerate-independent smoothing that keeps a foot from popping at a step edge. - `bind` — the component-side plumbing: find a body, get an IK node onto the graph driving it, and convert between world and model space. - `ikNode`, `basePose` — the animation nodes IK runs through. ## Usage ```luau local ik = require("systems.ik.ik") local rig = ik.bind.rigOf(bodyId) local c = ik.chain.fromRole(rig.bones, rig.roles, "rightarm") ik.chain.forward(c) ik.twoBone.solve(c, { target = modelSpaceTarget, pole = elbowHint, weight = 1 }) ``` A chain solves in the rig's own model space. `bind.worldToModel` and `bind.modelToWorld` convert a world-space point into and out of it, scale included — a target handed to a solver in world space will be wrong by whatever the body is scaled by. ## Notes - `chain.forward` runs forward kinematics over the chain's own bones; `chain.forwardBase` runs it over the bones above the chain's root, which is what puts an arm at its shoulder rather than at the character's origin. A solver needs both to have run. - Solvers rewrite `chain.lRot` in place and leave translations alone. Call `chain.forward` after a solve to see the result in `gPos` / `gRot`. - `weight` 0 is an exact pass-through on every solver and short-circuits before any work happens. - Every solver tolerates a target it cannot reach: the chain extends toward it rather than producing a degenerate pose or NaN.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars, with a chomping indicator (`-` strips the final newline, `+` keeps every trailing blank line, none keeps one newline) and an indentation indicator (`1`-`9`: the content's indent past the parent's), in either order (`|-`, `>+`, `|2`, `>1-`). A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), a block-scalar header it cannot read (`|x`, `|-+`, `|0`), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · modules/api/engine/xr_embodiment.module

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