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Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.

by◐lumi·posted 2mo ago
What it does

Mesh

Mesh asset. data.zmsh is the engine-native geometry payload (renderer.mesh.encode); consumers reference the asset's guid.

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.

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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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assettype · born here
❒asset
# mesh A mesh is renderable geometry — vertices and triangle indices, and, for a skinned mesh, the per-vertex skinning data that binds it to a skeleton. A component that draws geometry references a mesh, and the renderer binds the mesh's GPU resource for that entity. > New to how a mesh exists as an asset, as CPU-side vertex data, and as a live > GPU resource (and how `renderer.mesh.*` moves between them)? Read > `core/resource-model` first. Geometry is stored in `data.zmsh`; the GPU resource is keyed by the asset's guid. ## Create `asset.create("mesh", name, opts)` writes the geometry and registers the mesh. `opts` is raw geometry — flat arrays; `positions` and `indices` are required, `normals` and `uvs` optional: ```luau asset.create("mesh", "tri", { positions = { 0,0,0, 1,0,0, 0,1,0 }, -- [x,y,z, ...] (required) indices = { 0, 1, 2 }, -- [i0,i1,i2, ...] (required, 0-based) normals = { 0,0,1, 0,0,1, 0,0,1 }, -- [x,y,z, ...] (optional) uvs = { 0,0, 1,0, 0,1 }, -- [u,v, ...] (optional) }) ``` The full authorable geometry, all flat arrays unless noted: | Field | Shape | Notes | |---|---|---| | `positions` | `[x,y,z, ...]` | required | | `indices` | `[i0,i1,i2, ...]` | required; 0-based, counter-clockwise for the front face (see Conventions) | | `normals` | `[x,y,z, ...]` | optional; the surface's outward direction | | `uvs` | `[u,v, ...]` | texture UVs, optional; `(0,0)` is the image's top-left | | `colors` | `[r,g,b,a, ...]` | optional | | `tangents` | `[x,y,z,w, ...]` | optional (`w` = handedness) | | `uvs1` | `[u,v, ...]` | the lightmap UV set, optional | | `unwrapUvs` | boolean | generate `uvs1` when it is absent | | `skinning` | `{ joints, weights }` | per-vertex skin binding (four each per vertex) | | `skins` | array of skin tables | the skeleton (see `renderer.mesh.decode` for the shape) | | `morphTargets` | array of `{ name?, positions, normals? }` | the shapes the mesh blends towards, each a per-vertex displacement | `encode` / `decode` round-trip every one of these, so a **skinned** mesh can be built in engine, not only imported. Pass `unwrapUvs = true` to generate a lightmap UV set at creation time. ## Conventions Geometry is read against these whether it arrived through `asset.create`, `renderer.mesh.create`, or an importer. | Convention | How the engine reads the geometry | |---|---| | Index base | `indices` count vertices from **0** — index `0` is the first `positions` triple. The Luau array carrying them is 1-based like any other, so `indices[1]` is the first triangle's first index, and vertex `v` has its x at `positions[v * 3 + 1]`. | | Triangle winding | A triangle's **front** face is the one whose three vertices turn **counter-clockwise** as the viewer sees them. Put another way, `cross(v1 - v0, v2 - v0)` points out of the front face. | | Back faces | A material culls its back faces by default, so a triangle turned away from the camera draws nothing where it stands and whatever is behind it shows through. | | Normals | `normals` give the surface its outward direction and shade the face. Which side of a triangle draws comes from the index order alone, so a normal pointing away from the side the winding draws leaves that face standing and shades it as if the light were behind it. | | UVs | `(0, 0)` samples the first texel of an image — its top-left corner — and `v` grows downward through it. | | Axes | Model space carries the world's basis: `+X` right, `+Y` up, and `-Z` the direction an entity's `transform.forward` points. | Winding is what the author states: the inward faces of a room and a sky shell seen from inside are geometry meant to be wound the other way, and `asset.create` writes the index order it is handed. Two levers turn a face around: ```luau indices = { 0, 2, 1 } -- the same three vertices, reversed asset.create("material", "two_sided", { -- or keep the order and draw both sides shader = "@builtin::shaders.pbr", render = { cull = "none" }, }) ``` `cull = "front"` draws the far side by itself, which is what an inverted-hull outline is built on, and `"back"` is the default. `.shader` documents the whole `render` block a material's `mat.yaml` carries. A mesh states which way its own triangles face, so the question is answerable off the geometry — every triangle whose cross product agrees with the normal it carries is wound to draw the side that normal points at: ```luau local cpu = meshRef:load() local g = cpu:geometry() local function facesOutward(t: number): boolean -- t counts triangles from 0 local i = { g.indices[t * 3 + 1], g.indices[t * 3 + 2], g.indices[t * 3 + 3] } local function p(k: number, c: number): number return g.positions[i[k] * 3 + c] end local ax, ay, az = p(2,1) - p(1,1), p(2,2) - p(1,2), p(2,3) - p(1,3) local bx, by, bz = p(3,1) - p(1,1), p(3,2) - p(1,2), p(3,3) - p(1,3) local cx, cy, cz = ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx local n = i[1] * 3 return cx * g.normals[n+1] + cy * g.normals[n+2] + cz * g.normals[n+3] > 0 end local inward = 0 for t = 0, #g.indices // 3 - 1 do if not facesOutward(t) then inward += 1 end end cpu:unload() ``` ## Built-in primitive meshes The engine ships blockout geometry every world references by bare name (`{ model = "cube" }`). Each one is centred on its local origin, so an entity's `scale` reads directly as the size the mesh covers in the world: | Mesh | Extent (x, y, z) | Local AABB | |---|---|---| | `cube` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `sphere` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `cylinder` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `cone` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `octahedron` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `rounded_box` | 1 x 1 x 1 | `-0.5, -0.5, -0.5` .. `0.5, 0.5, 0.5` | | `capsule` | 0.5 x 1 x 0.5 | `-0.25, -0.5, -0.25` .. `0.25, 0.5, 0.25` | | `torus` | 1 x 0.3 x 1 | `-0.5, -0.15, -0.5` .. `0.5, 0.15, 0.5` | | `plane` | 1 x 0 x 1 | `-0.5, 0, -0.5` .. `0.5, 0, 0.5` | | `ground_quad` | 1 x 0.1 x 1 | `-0.5, -0.05, -0.5` .. `0.5, 0.05, 0.5` | | `ground_hex` | 1.732 x 0.1 x 2 | `-0.866, -0.05, -1` .. `0.866, 0.05, 1` | | `shader_ball` | 0.933 x 1 x 0.933 | `-0.467, -0.5, -0.467` .. `0.467, 0.5, 0.467` | `plane` is a flat quad in the XZ plane, so it has no vertical extent at all and scaling it on Y moves nothing. `meshRef:load():getBounds()` reads the same numbers back off any mesh, built-in or authored. ## Put a mesh on an entity A component draws a mesh through a `resource("mesh")` field, which accepts the mesh **by name, by ref, or as a `MeshHandle`** — the component resolves whatever you give it. The builtin `Model` and `SkinnedModel` both expose a `model` field: ```luau entity.find("box").component.add("Model", { model = "tri" }) -- by name entity.find("box").component.add("Model", { model = asset.ref("tri") }) -- by ref entity.find("box").component.add("Model", { model = meshHandle }) -- a MeshHandle (below) ``` ## Runtime mesh — no asset Build geometry straight onto the GPU and render it without creating an asset. The `resource("mesh")` field takes the returned `MeshHandle` directly: ```luau local h = renderer.mesh.create({ positions = {0,0,0, 1,0,0, 0,1,0}, indices = {0,1,2} }) entity.find("box").component.add("Model", { model = h }) ``` Its geometry reads back off the handle. `renderer.mesh.geometry(mesh)` returns the same flat-array `MeshGeometry` `create` takes, carrying every stream the mesh has — so a runtime mesh can be inspected, edited, and rebuilt without ever becoming an asset: ```luau local geom = renderer.mesh.geometry(h) -- { positions, indices, tangents?, ... } geom.positions[1] = 0.5 local h2 = renderer.mesh.create(geom) ``` An optional stream is present only when the mesh carries one, so `geom.tangents` answers whether the mesh has a tangent basis and `geom.uvs1` whether it has a second UV set. ## Read geometry — `meshRef:load()` `:load()` decodes `data.zmsh` into the CPU store and returns a CPU handle carrying `vertexCount` / `indexCount`: | Method | Returns | |---|---| | `cpu:getVertices()` | array of `{ pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }`, one per vertex | | `cpu:getTriangles()` | array of `{ v1, v2, v3 }`, each a full vertex (the shape above) | | `cpu:getBounds()` | `{ min = {x,y,z}, max = {x,y,z} }` — the local-space AABB | | `cpu:geometry()` | the complete `MeshGeometry` — flat arrays, every stream the mesh carries | | `cpu:encode()` | the `data.zmsh` bytes | | `cpu:unload()` | drop this guid's CPU copy | ```luau local cpu = meshRef:load() local v = cpu:getVertices()[1] -- { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} } local aabb = cpu:getBounds() cpu:unload() ``` By default the CPU copy is transient (decode → read → `unload`). Set `keepCpu` to keep it resident — see Settings. ## Write geometry back — `meshRef.primary` The inverse of reading: encode a `MeshGeometry` and write it to the asset's primary content file. The assetType picks the write up and re-uploads the live GPU mesh, so the change shows without a reload: ```luau local geom = renderer.mesh.geometry(meshRef) geom.tangents = computeTangents(geom) -- add a stream it did not carry vfs.write(meshRef.primary, renderer.mesh.encode(geom), { overwrite = true }) ``` `meshRef.primary` is the asset's `data.zmsh` path. This is the route for a stream with no setting of its own; `keepCpu` + `meshRef:setVertices` moves positions in place, and `lightmapUvs` regenerates the second UV set (both below). ## GPU handle — `meshRef:handle()` `:handle()` uploads the geometry (Disk → CPU → GPU) and returns a `MeshHandle`, cached on the asset so every consumer shares ONE GPU entry. A component does this for you when you pass it the mesh; call it directly only for the runtime/low-level path. ## Settings — `meshRef:settings()` / `meshRef:setSettings(patch)` A mesh's settings are declared in `settings.luau` and live in `settings.yaml` (or, for content published before it existed, a legacy `.metadata` block). `:settings()` returns them with every declared default filled in. `:setSettings(patch)` writes any subset — sibling settings are preserved, and a patch that fails the schema is refused, naming the field and why. | Setting | Type | Default | Meaning | |---|---|---|---| | `keepCpu` | boolean | `false` | Keep the CPU geometry copy resident — for an in-use mesh — so geometry can be read repeatedly without re-loading. | | `lightmapUvs` | string | `"keep"` | The mesh's second (lightmap) UV set. `"keep"` leaves the stored geometry's set as-is; `"generate"` unwraps a fresh non-overlapping set; `"none"` strips it. See below. | | `clusterLod` | boolean | `true` | How deep the cluster set is built. Every static mesh draws through clusters, from the frame it materialises (its `lod0` set) until its bake lands. `true` (default) builds the LOD hierarchy; `false` builds one level, drawn at full detail. | ```luau local s = meshRef:settings() -- { keepCpu = false } meshRef:setSettings({ keepCpu = true }) ``` `keepCpu` is an active lifecycle control, and only ever holds geometry for a mesh that is **in use** (GPU-resident): - Setting it **on** while the mesh is in use loads the CPU copy immediately. - Setting it **on** for a mesh that is **not** in use loads nothing — the copy is retained the next time the mesh is materialised, so an unused mesh is never pinned in memory. - Setting it **off** drops a resident CPU copy (the renderer keeps drawing from the GPU). `clusterLod` is the same kind of lifecycle control, for the depth of the cluster set rather than the CPU copy: - Setting it **off** on a mesh in use rebakes it as one level of clusters (`single`), drawn at full detail. - Setting it **on** on a mesh in use rebakes the LOD hierarchy (`dag`). - A mesh that is not in use bakes at the depth the setting asks for when it next materialises. Acting on either setting for a mesh in use can read the mesh's stored geometry, and where the geometry is fetched on first read that read spans frames. `meshRef:settingsPending()` answers whether one is still in flight; once it answers `false`, every settings change made so far has reached the mesh. ### Second UV set (`lightmapUvs`) A mesh can carry a **second**, independent UV set (`uv1`) alongside its texture UVs (`uv`) — a distinct per-vertex channel, non-overlapping where the texture UVs tile and reuse charts. `lightmapUvs` controls whether the stored geometry keeps one, generates one, or drops it: | Value | Effect | |---|---| | `"keep"` | Leave the stored geometry's `uv1` as-is (the default). | | `"generate"` | Unwrap a fresh non-overlapping `uv1` (near-planar charts packed into `[0,1]` with gutters). | | `"none"` | Strip the `uv1` set. | ```luau meshRef:setSettings({ lightmapUvs = "generate" }) ``` Changing the setting reprocesses the asset's geometry in **edit** mode; a change in play mode never rewrites the source. The reprocess round-trips the geometry through the codec, so positions, normals, tangents, skinning, and the skeleton are preserved — only the `uv1` set changes. A runtime mesh carries `uv1` the same way: pass `uvs1` (or `unwrapUvs = true`) to `renderer.mesh.create`. ## Read vertices — `meshRef:getVertices()` With `keepCpu` on for an in-use mesh, read its vertices straight from the resident CPU copy: ```luau meshRef:setSettings({ keepCpu = true }) -- on an in-use mesh local verts = meshRef:getVertices() -- { { pos = {x,y,z}, normal = {x,y,z}, uv = {u,v} }, ... } ``` If the CPU copy isn't resident — `keepCpu` is off, or the mesh isn't in use — it errors loudly, naming the reason and the remedy, rather than silently loading a throwaway copy: ``` mesh:getVertices: cannot read vertices — keepCpu is off, so no CPU copy is kept. Turn on CPU retention for an in-use mesh first: meshRef:setSettings({ keepCpu = true }). ``` ## Morph targets — `meshRef:morphTargets()` A mesh can carry morph targets: shapes it blends towards, each a per-vertex displacement from the base geometry. Every target carries the name it was authored under, and an imported model keeps the one its source file gave its blend shapes, so content addresses a shape as the thing it means rather than as the ordinal it happened to import at. ```luau for i, name in meshRef:morphTargets() do print(i, name) end -- 1 Eyes_Blink ``` An entity blends them with `ecs.MorphWeights`, weight `i` driving target `i`. `renderer.mesh.morphWeights(mesh, { Eyes_Blink = 1 })` builds that ordered array from weights named by shape — shapes left out sit at 0, and an unknown name errors listing the ones the mesh carries. ## Discovery | Call | Shows | |---|---| | `asset.list("mesh")` | every registered mesh | | `asset.inspect("<name>")` | a text report about the mesh (metadata, source, status) | | `meshRef:settings()` | the resolved settings | | `meshRef:settingsPending()` | whether a settings change is still reading the stored geometry | | `meshRef:morphTargets()` | the shapes it blends towards, named, in target order | For the on-disk shape of a mesh asset, run `asset.inspect("<name>")` or read the type's `type.yaml` — those are the live source of truth. ## Related - `renderer.mesh.*` — the GPU/CPU resource layer (`create` a runtime GPU mesh, `encode`/`decode` the `ZMSH` payload, `readback` GPU → CPU). `:load`/`:handle` wrap it; see `man renderer`. - `.material` + `.shader` — what shades the geometry. - `.bundle` — container assets that carry `.mesh` interiors. ## In the Inspector Selecting a mesh opens its **Geometry** section, after the asset's identity and before its Settings. It reports what `data.zmsh` holds, decoded once per payload version: vertices, triangles, the bounds and their size, the vertex streams beyond positions (normals, uvs, uvs1, colors, tangents, skinning), and, when the mesh has them, its skin joints and morph targets. While the renderer holds the mesh's cluster hierarchy, the section also reports its cluster and level counts. A payload is one index stream, so the section names no submeshes. A mesh folder with no `data.zmsh` says so.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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component · born here
❒asset
# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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module · born here
❒asset
# scene_instantiable (module) The instantiation contract's shared implementation. An asset type opts into scene instantiation by defining `instantiate(self, target?, opts?)` on its behaviour `ref` table; this module carries the parts that mean the same thing for every type, so a caller writes ONE piece of code against all of them. ```lua local root, idMap = ref:instantiate(target?, opts?) ``` ## The contract **IN — the base opts.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type like a bundle, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` place that root and mean the same for every type. `rotation` takes three numbers as pitch/yaw/roll in DEGREES, or four as a quaternion. A type may honour more opts of its own — `params` for a type built from declared inputs, `idMap` / `diff` / `sourceTag` for the bundle override contract — and says so in its own `instantiate` docs. **OUT — the two returned values.** Every type returns the same pair: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: the root and everything the type built under it are live the moment the call returns, so a caller can parent to it, read its components and hand it on in the same statement. There is no frame to wait for and no callback. - **`idMap`** — the `originalId -> runtimeId` map naming what the composition spawned, `{}` for a type with no addressable children. **Never nil.** A component that re-composes the asset on every load (`Asset`) keeps this map and passes it back in, which is how a cross-entity reference into the composition — `SkinnedModel.skeletonRoot` pointing at a bone — survives a reload. The return is enforced, not merely described: `AssetRef` dispatches every `ref:instantiate(...)` through `result` on the way out, whether or not the type called it. A type that returns something else fails at its own call rather than handing its caller a nil root or a map that is sometimes absent. ## Exports - `M.root(self, target?, opts?) -> root` — stand the root entity for a type that spawns one: parented to `target`, born temporary when `opts.temporary`, named `opts.name` else the asset's own name, placed. - `M.place(root, opts?) -> root` — apply the placement opts to a root the type already has (the adopt path: a bundle exploding onto its target, a sceneModule reconciling under one). - `M.result(self, root, idMap?) -> (root, idMap)` — return through the contract. Checks `root` is a live entity ref, normalises a missing map to `{}`, and errors naming the asset type when either is something else. - `M.isOwned(opts?) -> boolean` — whether a component drives this call. The `Asset` / `SceneModule` components tag their own calls with `sourceTag`; they hold the reference and re-compose on every load. An untagged call came straight from `ref:instantiate(...)` and has no such owner. - `M.own(root, self, idMap?) -> root` — hand an already-composed root to an `Asset` component pointing at `self`, so the reference and its map persist and the composition is rebuilt on the next load. The component adopts the live composition rather than building a second one. - `M.check(value, constraint) -> ok, reason?` — the `sceneInstantiable` field-constraint validator, also registered under that kind on load. ## The field constraint `Field.instantiableRef` emits `constraint = { kind = "sceneInstantiable" }`, and this module registers the validator for it on load. Given a written value: 1. `nil` passes — the field is optional (no asset assigned). 2. Reads the value's identity — a bare string, or a table's `__ref` / `guid` / `identity` / `name`. 3. Resolves it (`asset.resolve(identity)` — any category) and asks the resolved ref `ref:canInstantiate()`: true iff the asset's type defines an `instantiate` method. This is what lets `Field.instantiableRef` accept by CAPABILITY rather than a hardcoded type list — a new scene-instantiable asset type is accepted the moment it defines the hook, with no edit to the field or its consumers.
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module · born here
❒asset
# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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module · born here
❒asset
# 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.
▲ 0↑ born
backing path · models/Sample/DiffuseTransmissionPlant.bundle/mesh/leaves.mesh

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