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What it does

The effects runtime

What effects.play runs on: a backend registry, a pool, a frame driver and a handle.

A play

play(opts) resolves the caller's overrides against the effect's declaration, loads the effect's own init.luau, and calls its play(ctx). The definition builds itself entirely out of ctx:

ctx memberWhat it gives the effect
params, position, rotation, direction, target, heldWhat the caller asked for.
lease(kind, spec)A backend instance, from the pool when the play is pooled.
spawn(name, opts)An entity the play owns. Always temporary.
setDuration(seconds)How long the play lasts.
onTick(fn)Called every frame with t in 0..1 and the frame's dt.
onRelease(fn)Called once when the play ends.
onRetarget(fn)Called with the new position when the play moves.
onParam(fn)Called when handle:setParam changes a value.
report(fn)Extra fields folded into handle:stats().

The definition returns nothing; the runtime builds the handle. A definition that returns a handle of its own — anything written before this runtime existed — runs its own lifecycle unpooled, and reports itself as pooled = false.

The driver

One coroutine advances every live play. It starts on the first play and ends when the last one does, so an engine with no effects on screen pays nothing for the runtime being present. A play never asks the caller to tick it, and no effect registers a system of its own.

A play ends when its own clock reaches its duration, when cancel() takes it away, when stop()'s tail runs out, or when the entity it was seated on leaves the world.

The pool

lease buckets by kind and by the key its backend gives the spec: two specs landing in one bucket hold the same allocation, so an instance built for either serves both. An emitter's bucket is its slot count, its mesh, whether it sorts and whether the driver auto-updates it — everything the buffer sizes depend on. Everything else about a spec is re-seated onto whatever comes back.

Retention: the pool keeps what it has leased until drain(). No idle timer, no per-play free. That is what makes repeated firing cost nothing after the first, and it is why "allocates once" and "back to baseline after every play" cannot both be asserted — only the first is promised.

The pool is sized by the highest concurrency it has had to cover, not by how many shots have been fired: five plays at once allocate for five, and the sixth round of five allocates nothing. observe() carries peakLive and peakLeased so a reader can tell a pool warming to a wider burst from something leaking; a drain() resets them alongside the pool it emptied.

An unpooled play — an effect asset's own :play, the reference path — frees each backend as it gives it back, so it behaves exactly as it did before the pool existed.

Silence

whySilent resolves nearest cause first: finished, noBackends, targetMissing, notSimulating, noCamera, backendSilent. One quiet backend is not a quiet play — an explosion whose debris has not spawned yet is still drawing its fireball — so backendSilent needs every backend quiet and no entity of the play's own.

Interface

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

This asset doesn't declare a schema or structured payload.

Sub-parts

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

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Problems

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

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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