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asset⌬ componentcomponentprimary: init.luau·originates fromworld ad25322f-f…

Visual

Attaches the generated character and vehicle bundles; controls rigged idle, walking, combat and reaction animation. Raymond reuses the installed Chains character from the reveal. Conversation's talk action blends a Point gesture at 22% over idle to avoid overstretching the retarg…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Visual

Attaches the generated character and vehicle bundles; controls rigged idle, walking, combat and reaction animation. Raymond reuses the installed Chains character from the reveal. Conversation's talk action blends a Point gesture at 22% over idle to avoid overstretching the retargeted hands.

Used by scenes.main through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.

Interface

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

conforms to

zero/source-extract/v2
ModelAssetLight

humanoid( ) → void

resolve( ) → void

createWeapon( ) → void

part(name: ?, position: ?, scale: ?, mat: ?) → void

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awake( ) → void

tick(dt: ?) → void

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clip(ref: ?, looping: ?, vertical: ?) → void

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evaluate( ) → void

update(dt: ?) → void

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editorUpdate(dt: ?) → void

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onDestroy( ) → void

⌬ Metadata
descriptionAttaches the generated Lucia, Jason, getaway and police bundles; controls rigged idle and walking animation.

Sub-parts

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

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

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# Worker Hardhat and high-visibility vest civilian. Rig and mesh inverse binds normalized to metres. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# palm bark Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Hatchback White compact traffic car, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Sedan Yellow four-door taxi, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# iron trim Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Tourist Orange Hawaiian-shirt tourist civilian. Rig and mesh inverse binds normalized to metres. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Runner Teal-shirt runner civilian. Rig and mesh inverse binds normalized to metres for Visual component retargeting. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Pickup Teal pickup with open bed, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Tracer Warm pale-gold gunfire tracer material. Used by game.play.Driver. Temporary shot entities clean themselves; the input holder is released by its owning Driver.
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# OfficerBody Uniformed patrol officer for foot pursuit, aiming and arrest encounters. Metre-scale rig. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Vice City coastal slice A static Art Deco Vice City district for the GTA VI PS1 demake, consuming game.shared building footprints. Instantiate this sceneModule directly inside main.scene content() so its complete geometry is baked into scene.json. A SceneModule component placement in the current engine may mark rebuilt children temporary; root uses direct instantiation to preserve the scene. The rectangular avenue ring has 14m streets at x=0 and -54 and z=±78. The west store door at x17.2 is open across z[-1.6,1.6], with a counter at x24 and clear shared interaction position x21. Motel marker(-31,82) sits outside front z86.5. A highway sign points toward Port Gellhorn; this compact map remains Vice City. Geometry is emitted as exterior-only material batches. Each axis-aligned box face is clipped against all other solids, removing buried wall faces beneath windows/signs and pavement beneath road paint. The foundation belongs to this union; the root ground entity keeps its BoxCollider but must have no Model. Palm crowns use separated radial leaflets. All textures are deterministic nearest-filtered 64px grunge textures. No camera, lighting, gameplay state or input is owned here. Root owns scene save/reload, gameplay verification and publishing. Evidence captures live under game/city/evidence. 55 generated mesh/material/texture assets have descriptive READMEs.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · game/play/Visual.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

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