# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# postReference_focusBars
Four rows of bar pairs, 8 pairs across the top row and doubling on each row below: the focus chart a depth-of-field reading is taken off.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_skyRamp
A sky-blue ramp of light from 0.02 to 0.6 across: a clear sky's gradient.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# proc.ops.instances
Instancing ops. A population is points carrying a `Mesh`: `instances.on_points`
stands a source on every point (as each point's `Mesh`, with the source's
material as `Material`), placed by `P`, `orient` and `scale`;
`instances.pick_random` and `instances.pick_by_attribute` stand one of several
sources on each point, `Mesh` holding its index into the sources the detail's
`labels.Mesh` lists. `instances.randomize_transform` computes a per-instance
transform on the device, `instances.transform`, `instances.cull` and
`instances.set_material` work on the points' columns on the device, and
`instances.realize` stamps the population into a single merged Geometry on the
device (`proc.substrate` `Geometry.copyToPoints`), every other point attribute
standing on its copy's points. A Generator draws a population as one instanced
draw per source, placed on the device. Part of `@builtin::systems.procgen.proc`.
`instances.draw` registers one hardware-instanced draw per source variant,
drawing matrices it composed on the device (several sources: each variant's
points gathered there, its rows past them empty), and gives each the material its own source names — the op's `material` param first
(the whole-population override), then the variant's source Geometry's
`.material`, then the population's `Material`, then the default. A source carrying an
in-memory `Material` value is filed as a runtime material for the live draw and
realized to its own `.material` by `population.write`.
# Chrome
A polished chrome surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a bright near-white base colour (`0.95, 0.95, 0.97`) and very low roughness (`0.05`) for mirror-sharp reflections. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.95, 0.95, 0.97, 1.0`) — bright, faintly cool chrome tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.05`) — near-mirror sharpness.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# Snow Particle
A soft, cold-white flake surface for falling-snow particle effects — a near-white base colour (`0.95, 0.97, 1.0`) with a cool blue-grey emissive glow (`0.25, 0.3, 0.4`) so flakes stay faintly visible in shadow. Transparent, double-sided (`cull: none`), and drawn in the transparent queue (`3000`). Built on `@builtin::shaders.snow_material`.
## Inputs
- `colors.base_color` — the cold-white flake tint.
- `colors.emissive` (`0.25, 0.3, 0.4`) — cool self-illumination that keeps flakes readable in dark scenes.
- `floats.roughness` (`0.8`) — matte, non-glossy flakes.
- `floats.metallic` (`0.0`) — fully dielectric.
# Gold
Polished gold — a fully metallic PBR surface with a warm yellow base colour
(`1.0, 0.84, 0.0`) and low roughness (`0.25`) for bright, sharp reflections.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the gold tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.25`) — sharpness of the reflection; raise for a
brushed look.
# Checkerboard
A procedural checkerboard pattern rendered by `@builtin::shaders.checkerboard`, alternating a red base colour (`1.0, 0.2, 0.2`) with a blue emissive colour (`0.2, 0.2, 1.0`). Opaque and non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — useful as a UV / scale test surface.
## Inputs
- `colors.base_color` — the red square colour.
- `colors.dark_color` — the blue square colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit squares.
- `floats.metallic` (`0.0`) — dielectric surface.
# Custom Textured
A textured opaque surface built on `@builtin::shaders.custom_material`, sampling the `array_texture` builtin over a warm peach base colour (`1.0, 0.8, 0.6`). Non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — a worked example of pairing a custom shader with an array texture.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/array_texture`) — the sampled array texture.
- `colors.base_color`: the warm peach colour the texture is multiplied by.
- `floats.roughness` (`0.5`) — diffuse spread.
- `floats.metallic` (`0.0`) — dielectric surface.
# Sky Procedural
A fully procedural atmospheric sky with a day/night cycle, built on `@builtin::shaders.procedural_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), computing gradient, sun, moon and stars analytically from its parameters — no texture required.
## Inputs
- `properties.zenith_color` / `horizon_color` / `ground_color` — the atmospheric gradient from overhead (`0.1, 0.3, 0.6`) through the horizon (`0.5, 0.7, 1.0`) to the ground (`0.3, 0.25, 0.2`).
- `properties.sun_intensity` (`20`) / `sun_size` (`0.02`) — brightness and disc size of the sun.
- `properties.turbidity` (`4`) — atmospheric haze / scattering density.
- `properties.stars_intensity` (`1`) / `moon_size` (`0.03`) — night-sky star brightness and moon disc size.
# Sky Cubemap
A cubemap sky/environment background built on `@builtin::shaders.cubemap_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` with adjustable rotation and exposure.
## Inputs
- `textures.sky_texture` — the cubemap sampled as the sky (`Ryfjallet_cubemap`).
- `floats.rotation` (`0.0`) — yaw rotation of the sky around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# Default Unlit
A flat, unlit surface that renders its base colour directly with no lighting response, built on the `unlit` shader. Uses a white base colour (`1.0, 1.0, 1.0`) over the `default:white` texture with `emissive` (`1.0`) for full brightness — the go-to default for UI, gizmos, and debug geometry that must stay legible regardless of scene lighting.
## Inputs
- `colors.base_color` — the flat colour shown directly.
- `textures.base_color_texture` (`default:white`) — the white base texture the colour multiplies against.
- `floats.emissive` (`1.0`) — full, lighting-independent brightness.
# proc.registry
The operation registry: register/lookup/schema/search/help for procedural ops.
Part of `@builtin::systems.procgen.proc`.
# Emissive White
A bright white light-emitting PBR surface built on the `pbr` shader with the `_EMISSION` keyword enabled. A white base colour (`1.0, 1.0, 1.0`) paired with a strong `emissive` (`20.0`) makes it glow and drive bloom — well suited to light fixtures, emitters, and glowing accents. Non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `floats.emissive` (`20.0`) — high emission strength that produces the glow.
- `keywords: _EMISSION` — enables the emissive path in the PBR shader.
- `colors.base_color` — the white surface and emission colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit surface.
# Water
An animated water surface with a deep blue base colour (`0.1, 0.3, 0.8`) and low roughness (`0.2`) for glossy, reflective highlights, driven by a scrolling normal map for wave detail. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.water_material`, sampling `@builtin/textures/water_normals`.
## Inputs
- `colors.base_color` (`0.1, 0.3, 0.8`) — the water body colour.
- `floats.roughness` (`0.2`) — low roughness for sharp specular reflections.
- `floats.metallic` (`0.0`) — dielectric surface.
- `textures.normal_texture` — the wave normal map (`@builtin/textures/water_normals`).
# postReference_chrome
A polished metal: its highlight of a bright light is a sub-pixel specular, the firefly a bloom and a temporal resolve are read on in the post-verification reference scenes.
# Grass blades
Swaying grass for a blade mesh, built on `@builtin::shaders.grass_material` with
the same green as `@builtin::materials.grass` (`0.22, 0.62, 0.16`) and `sway` at
`1.0`. The shader bends each vertex along its blade in proportion to `uv.y²`, so
this material belongs on a mesh whose `uv.y` runs 0 at a blade's root to 1 at its
tip — a merged field of blades, each a cross of two tapered quads. It inherits
the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its
pipeline matches the library variant compiled at startup.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.sway` (`1.0`) — the full blade bend. `@builtin::materials.grass` leaves
it at the shader's default of `0` for a ground surface.
# Text Default
The default surface for Text3D — a white base colour (`1.0, 1.0, 1.0`) drawn with alpha blending and no depth write so glyphs composite cleanly over the scene. Transparent, double-sided (`cull: none`), `depth_write: false`, in the transparent queue (`3000`). Built on the `pbr` shader.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the glyph colour.
- `render.depth_write` (`false`) — glyphs blend without occluding each other.
- `render.cull` (`none`) — text is visible from both sides.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric defaults.
# Grid Background
A procedural background/reference-grid surface built on `@builtin::shaders.grid_bg`. It draws grid lines over a black base colour (`0.0, 0.0, 0.0`) with full roughness (`1.0`) and no metallic response, rendered opaque with culling disabled (`cull: none`) and instancing enabled so it can back many objects at once.
## Inputs
- `colors.base_color` (`0.0, 0.0, 0.0, 1.0`) — black backdrop behind the grid lines.
- `floats.roughness` (`1.0`) — fully diffuse, no highlights.
- `render.cull` (`none`) — visible from both faces.
- `render.instancing` (`true`) — supports instanced draws.
# Standard Default
The baseline PBR surface — a neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic (`0.0`), wired with the full standard texture set (base colour, normal, roughness-metallic, emissive, occlusion) and the `_NORMALMAP` / `_OCCLUSIONMAP` keywords enabled. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.pbr`. This is the starting point most materials copy and retint.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the albedo tint over the base colour texture.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
- `floats.normal_strength` (`1.0`) / `floats.ao_strength` (`1.0`) — normal-map and occlusion intensity.
- `textures.normal_texture` / `textures.roughness_metallic_texture` / `textures.occlusion_texture` — the PBR map slots, seeded with neutral defaults.
# postReference_grey18
A lit 18% grey (middle grey) surface, rough and dielectric: what a light of known intensity is read off in the post-verification reference scenes.
# Parallax Cube (Flat)
A brick surface built on `@builtin::shaders.pbr_parallax_occlusion` with `parallax_depth_scale = 0`, so the ray-march is bypassed and the shared brick textures render as plain textured PBR (rough `0.7`, non-metallic, white base colour). Opaque, back-face culled, queue `2000`. Pair it with `parallax_cube` to A/B the parallax effect from a fixed viewpoint.
## Inputs
- `floats.parallax_depth_scale` (`0.0`) — disables the occlusion ray-march, flattening the surface.
- `floats.roughness` (`0.7`) — matte brick finish.
- `floats.normal_scale` (`1.0`) — strength of the normal map.
- `textures.height_texture` — the brick height map (unused while depth scale is `0`).
# postReference_siemensStar
A Siemens star of 36 spokes, 0.9 on 0.02: the spokes narrow below a pixel toward the centre, where a temporal resolve aliases.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Skybox
An unlit cubemap skybox rendered from the inside of the mesh, built on `@builtin::shaders.cubemap_unlit`. Uses front-face culling and no depth write so it draws behind all scene geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` environment.
## Inputs
- `textures.base_color_texture` — the cubemap sampled as the background (`Ryfjallet_cubemap`).
- `floats.reflect_mode` (`0.0`) — samples the cube directly as a background rather than as a reflection.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint applied to the sampled cubemap.
# postReference_greyWedge
The grey wedge: one column per whole stop from -10 to +10, each middle grey (0.18) at that exposure.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Checkerboard White
A static white/grey checkerboard rendered by `@builtin::shaders.checkerboard`, alternating a white base colour (`1.0, 1.0, 1.0`) with a dark grey check colour (`0.3, 0.3, 0.3`). Animation is disabled (`animation_speed 0.0`), giving a fixed, neutral grid — ideal as a level-design blockout or scale-reference floor. Opaque, non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `colors.base_color` — the white square colour.
- `colors.check_color` — the dark grey square colour.
- `floats.animation_speed` (`0.0`) — held at zero for a static pattern.
- `floats.roughness` (`0.5`) — diffuse spread on the squares.
# postReference_white
A flat unlit white of 0.8 light: the thin geometry of the temporal reference scene (wires, a fence, a fan's blades) drawn against the dark, so every pixel it touches stands out from its neighbours.
Drawn by `@builtin::shaders.referenceChart`. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# parallax_cube
Brick wall material using `@builtin::shaders.pbr_parallax_occlusion`
with the parallax march enabled (`parallax_depth_scale = 0.08`, 48
ray-march layers). Pair with `parallax_cube_flat` for a same-textures,
no-POM A/B comparison.
## Shader
`@builtin::shaders.pbr_parallax_occlusion` — see that shader's README
for the full parameter list.
## Textures
All from `@builtin::textures.parallax_bricks` (height/normal derived
from three.js's MIT-licensed `brick_bump` + `brick_diffuse`):
- `base_color_texture` → `bricks_albedo`
- `normal_texture` → `bricks_normal`
- `roughness_metallic_texture` → `bricks_roughness`
- `occlusion_texture` → `bricks_ao`
- `height_texture` → `bricks_height`
## Usage
```luau
Material.Apply(entityId, "parallax_cube")
-- Override at runtime:
Material.SetProperty("parallax_cube", "parallax_depth_scale", 0.12)
```
Pair it with `parallax_cube_flat` (same textures, `parallax_depth_scale = 0`)
to compare the ray-marched surface against a flat-mapped baseline.
## Notes
- `Material.SetProperty` mutations are global — every entity using
`parallax_cube` sees the change. If you need per-entity variation,
derive a new material name and override the property there.
- Use under any standard camera (forward path). The deferred path is
not yet POM-aware; materials applied to a deferred camera will
render as plain textured PBR.
# Neon
A glowing cyan neon surface built on `@builtin::shaders.pbr` with emission enabled. It pairs a bright cyan-blue base colour (`0.2, 0.8, 1.0`) with a matching emissive colour driven hard by `emissive: 5.0`, so it reads as a self-lit light source. Low roughness (`0.2`), non-metallic, opaque, instanced, with the `_EMISSION` keyword enabled.
## Inputs
- `colors.emissive` (`0.2, 0.8, 1.0, 1.0`) — cyan glow colour.
- `floats.emissive_intensity` (`5.0`) — strong emissive intensity (feeds bloom).
- `colors.base_color` (`0.2, 0.8, 1.0, 1.0`) — matching cyan base tint.
- `floats.roughness` (`0.2`) — glossy surface under direct light.
# oceans
A sea and the ground under it, as one package: the wave simulation, the surface
that renders it, the seabed it is seen through, and the answer to "how high is
the water here" that gameplay needs to float things on it.
```lua
local Ocean = require("@builtin::systems.oceans.modules.ocean")
Ocean.create({ preset = "gale" })
```
That is a whole ocean — waves out to the horizon, foam on the breaking crests, a
seabed below, and a surface that follows whoever is looking at it. To float
something on it:
```lua
local ocean = Ocean.forEntity(oceanEntityId)
boat.position = { x, ocean:sampleHeight(x, z), z }
```
It is a building block. The sun the water glitters under, the ambient its foam
sits in and the sky it reflects all come from the scene, through the same
directional light and reflection probes every other material in the engine
reads — so an ocean drops into a world that already has lighting instead of
bringing a second set, and changing the scene's light changes the water with it.
## What it does
The simulation is **spectral**: instead of animating individual waves, it builds
the sea's energy across every wavelength and direction from an oceanographic
spectrum, then inverse-transforms that into a height field. A real sea is what
comes out — wind speed alone decides wave height, and it rises with wind the way
a fully developed sea does, following the Pierson–Moskowitz law.
It runs in **cascades** — independent wave fields over different patch sizes,
each band-limited to its own range of wavelengths. A tile of roughly two
kilometres carries the long waves and one of a few hundred metres the short
ones; they sum into a surface with detail at every scale, and because the bands
are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank**
adds the swell analytically, which no cascade can hold: a wave longer than its
own patch has nowhere to live, and swell arrives from a distant storm on its own
heading anyway.
**Foam** is not painted on. It comes from the Jacobian of the wave displacement:
where the surface folds over itself, the wave is breaking. Whitecaps appear
where and when the geometry actually breaks, accumulate into a persistent
world-space field, and streak behind the crest as they decay.
**Colour and transparency are the same mechanism.** Per-channel Beer–Lambert
extinction over the distance light travelled through water gives both — red dies
within a metre, blue survives tens. That is why shallow water over sand reads
turquoise and the open sea reads near-black blue without switching materials.
**The seabed** is one noise field read twice: scaled it is the terrain's relief,
unscaled it picks between sand and rock, so outcrops stand on the high ground
and sand fills the hollows. The sun's caustic web moves over both, bent by the
horizontal displacement of the water directly above it. Bodies land on it: the
pass that raises the ground writes the same field out as a height patch that
travels with the viewer, so what a body stands on is what the frame drew.
Nothing here ships an image. Every map the surface and the seabed sample — the
foam patterns, the sand, the rock, the caustics — is grown on the GPU at
startup.
## The pieces
| Asset | What it is |
|---|---|
| `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. |
| `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. |
| `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. |
| `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. |
| `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. |
| `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. |
| `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. |
| `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. |
| `modules/oceanScene` | The seam between the scene capture and the materials that sample it. |
| `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. |
| `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. |
| `materials/oceanWater`, `materials/oceanSeabed` | The default looks. |
| `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. |
| `computeShaders/ocean_*` | The ten-stage GPU pipeline. |
## Wind is the control
Significant wave height goes as the **square** of wind speed, so that one field
does most of the work:
| Wind | Sea | Wave height |
|---|---|---|
| 3 m/s | glassy, a mirror | ~0.2 m |
| 11 m/s | working sea, occasional whitecap | ~2.5 m |
| 24 m/s | gale, breaking and streaked | ~12 m |
Everything else shapes character rather than size: `choppiness` pinches crests
into peaks, `standingWaveRatio` runs waves both ways instead of only downwind,
`jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how
readily a breaking crest whitens and how long it streaks.
Read `documentation/oceans.guide` for the full walkthrough, including the
seabed, buoyancy, reflections and what each tier costs.
# postReference_checker
A checker of 64 cells across, 0.8 on 0.03: the high-frequency background a fast object crosses.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_colorChecker
The 24 patches of the ColorChecker Classic, each its published sRGB value read as linear reflectance.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Error Test
Intentionally broken material used to exercise the renderer's error-handling and fallback paths. It targets `@builtin::shaders.error_shader` and carries a bright magenta base colour (`1.0, 0.0, 1.0`) — the classic "missing/failed" flag colour — with mid roughness (`0.5`), opaque render type, and back-face culling.
## Inputs
- `colors.base_color` (`1.0, 0.0, 1.0, 1.0`) — magenta error flag tint.
- `floats.roughness` (`0.5`) — neutral surface roughness.
- `render.type` (`opaque`) / `render.queue` (`2000`) — drawn in the standard opaque pass.
# Animated Color
An opaque, back-culled surface whose colour animates over time, driven by `@builtin::shaders.animate_shader`. Starts from a white base colour (`1.0, 1.0, 1.0`) with an `emissive` of `1.0` so the shifting colour reads brightly, at mid roughness (`0.5`) and fully non-metallic (`metallic 0.0`).
## Inputs
- `colors.base_color` — the starting colour the animation modulates.
- `floats.emissive` (`1.0`) — self-illumination strength of the animated colour.
- `floats.roughness` (`0.5`) — matte diffuse spread.
- `floats.metallic` (`0.0`) — dielectric, non-metallic surface.
# Error Text
A 3D "ERROR" text model used as the visible fallback when an asset fails to
load — spawned in place of missing geometry so a broken reference is obvious
in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into
this bundle (mesh + material + texture + entity template).
## Composition
- Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy.
- Carries the extruded "ERROR" letter mesh, its material, and texture as
private subassets.
## Usage
Spawned automatically by the engine as the placeholder for an unresolved
asset; can also be spawned directly to test the fallback path.
# Plastic White
A clean white plastic — a non-metallic PBR surface with a pure white base colour (`1.0, 1.0, 1.0`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the white plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# postReference_darkRamp
A ramp of light from 0 at the left edge to 0.1 at the right: the dark gradient an undithered 8-bit display path bands on.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Lit Checkerboard
A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced.
## Inputs
- `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette.
- `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light.
- `floats.roughness` (`0.7`) — mostly diffuse surface.
- `render.instancing` (`true`) — supports instanced draws.
# Decal Default
The default material a `DecalProjector` stamps when none is assigned. A flat cyan
tint (`0.05, 0.95, 1.0`) on `@builtin::shaders.pbr`. Assign a material with a
`base_color_texture` to project a texture; the projector samples the material's
base colour at the box-local XY of every surface inside its projection box.
# Sky Equirectangular
An equirectangular panorama sky/environment background built on `@builtin::shaders.equirect_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), with adjustable rotation and exposure. Assign an equirectangular image to `sky_texture` (via `material.setTexture` or a Skybox) to display a panorama.
## Inputs
- `textures.sky_texture` — the equirectangular panorama image to sample. Falls
back to black, so a sky with nothing assigned reads as night rather than as an
error. Assign a `.texture` by guid, identity, name, or path:
```luau
renderer.material.setTexture("@builtin::materials.sky_equirect",
"sky_texture", "my_panorama.texture")
```
An image dropped into `/zero/source` imports into a sibling
`<stem>.texture` container and the loose file is removed, so reference the
container (or its identity) rather than the original image path.
- `floats.rotation` (`0.0`) — yaw rotation of the panorama around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# error_marker
The material of the ERROR sign a Model or SkinnedModel shows in place of a mesh
that failed to resolve, to become GPU-resident, or to pose. It draws the
`error_marker` shader's magenta checker.
# 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.
# proc.types
The procgen type system: core type tags + socket assignability for graph validation.
Part of `@builtin::systems.procgen.proc`.
# Brushed Metal
A brushed metallic surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a neutral grey base colour (`0.6, 0.6, 0.6`) and moderate roughness (`0.3`) that softens reflections into the muted sheen of brushed steel or aluminium. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.6, 0.6, 0.6, 1.0`) — neutral metal grey.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.3`) — softened, brushed reflections.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# postReference_emitter
A flat emitter answering with 16 times the display's white: the source a bloom reading is taken around.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Sky Solid
A flat solid-colour background built on `@builtin::shaders.solid_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), filling the sky with a single dark-grey colour (`0.2, 0.2, 0.2`) at unit exposure.
## Inputs
- `colors.solid_color` (`0.2, 0.2, 0.2`) — the flat fill colour of the background.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the fill colour.
# Grass
A soft green ground surface built on `@builtin::shaders.grass_material`, with a natural green base colour (`0.22, 0.62, 0.16`), high roughness (`0.75`) for a diffuse, non-shiny look, and no metallic or emissive contribution. It inherits the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its pipeline matches the library variant compiled at startup. It leaves the shader's `sway` at its default of `0`, so it shades whatever geometry it is applied to and leaves every vertex where the mesh puts it; `@builtin::materials.grass_blades` is the same green on a blade mesh that bends.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.roughness` (`0.75`) — matte, diffuse surface.
- `floats.metallic` (`0.0`) / `floats.emissive` (`0.0`) — non-metallic, non-glowing.
# Cubemap Env
A chrome-ball environment surface that samples a cubemap for mirror-like reflections, built on `@builtin::shaders.cubemap_unlit`. `reflect_mode` (`1.0`) selects the reflection path, and the `Ryfjallet_cubemap` builtin texture supplies the environment. Opaque, with a white base colour (`1.0, 1.0, 1.0`) so the cubemap colours pass through untinted.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/Ryfjallet_cubemap`) — the environment cubemap that is reflected.
- `floats.reflect_mode` (`1.0`) — selects the reflection sampling mode.
- `colors.base_color` — white tint that leaves the reflected colours unchanged.
# Solid Line
A flat, opaque line surface with a bright green base colour (`0.0, 1.0, 0.5`) for drawing gizmos, paths, and debug geometry. Opaque, back-face culled, instanced, and rendered in the opaque queue (`2000`). Built on `@builtin::shaders.line_material`.
## Inputs
- `colors.base_color` (`0.0, 1.0, 0.5`) — the line colour.
- `floats.roughness` (`0.5`) — surface roughness.
- `floats.emissive` (`0.0`) — no self-illumination.
- `render.instancing` (`true`) — many lines draw in a single instanced batch.
# Glass
Clear glass — a smooth, transparent PBR surface with a faint blue tint
(`0.9, 0.95, 1.0`) and low alpha (`0.3`). Rendered in the transparent queue
with backface culling off (`cull: none`) so both faces of thin geometry show.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — tint and opacity (the alpha channel drives how much
shows through).
- `floats.roughness` (`0.0`) — perfectly smooth; raise for frosted glass.
# Default
The neutral fallback surface — a plain white, non-metallic PBR material with
mid roughness (`0.5`), sampling the built-in white texture. This is what an
object renders as when no material is assigned. Built on
`@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the flat tint (white by default).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte
dielectric.
- `textures.base_color_texture` — the built-in `default:white` texture.
# Triplanar Checker
A checkerboard surface projected triplanarly, so the pattern stays uniform across arbitrary geometry with no UVs and no stretching. Neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic, with a projection sharpness of `4.0` controlling how tightly the three axis projections blend at edges. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.triplanar`, sampling `@builtin/textures/array_texture`.
## Inputs
- `floats.triplanar_sharpness` (`4.0`) — blend tightness between the X/Y/Z projections.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint over the projected texture.
- `textures.base_color_texture` — the projected checker source (`@builtin/textures/array_texture`).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
# deprecatedParticles (deprecated)
> **Deprecated.** This belongs to the earlier particle substrate. It stays loadable by identity and guid for content that already uses it; nothing new should use it, and search does not offer it. Particles are procgen sim nodes (`sim.spawn`, `sim.particles`, `sim.shader`) played through an effect: use `@builtin::assetTypes.effect`.
The package holds the GPU particle engine module (`engine`), the `deprecatedParticles` module over it, the `DeprecatedParticleEmitter` and `DeprecatedSimpleParticleEmitter` components, the shaders, compute shaders and materials they draw with, and a demo scene. The package's `.metadata` carries the deprecation marker, so every asset inside is deprecated.
# Plastic Red
A glossy red plastic — a non-metallic PBR surface with a saturated red base colour (`0.8, 0.1, 0.1`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`0.8, 0.1, 0.1`) — the red plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# Cel Shaded
A stylised, toon-shaded opaque surface built on `@builtin::shaders.extended_material`, with a warm red-orange base colour (`0.9, 0.3, 0.2`). The sun's light is cut into flat bands that multiply the base colour, so every band renders the hue of `base_color` and only its brightness steps; ambient light lifts the side facing away from the sun in the same hue. High roughness (`0.8`) keeps the surface matte: its specular term stays below the first band, so each lit band is one flat colour.
## Inputs
- `colors.base_color`: the surface colour every band renders in, multiplied by `base_color_texture`.
- `floats.roughness` (`0.8`): the size and strength of the specular highlight, which is banded with the rest of the sun's light; 0 is a small bright highlight. At four bands, a roughness of 0.5 or more keeps the highlight below the first band, so none shows.
- `floats.quantize_steps` (`4`): the number of bands the sun's light is cut into; 0 shades smoothly.
- `textures.base_color_texture`: an optional surface texture, drawn multiplied by `base_color`. Unset, it is white, and the surface renders `base_color` alone.
# 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.
# Material (asset type)
A material is a named, configured instance of a `.shader`. The shader
defines the surface look (lighting model, available property fields,
texture slots); the material picks values for those fields and a
shader to bind to. Renderable entities reference materials, not
shaders, so the same geometry can wear different materials and the
same material can be reused across many entities.
Entities sharing one material can still differ in a value: every drawn
object carries four `vec4` lanes of its own that a surface shader reads
as `input.shader_data[lane]` and `renderer.instanceData.set` writes. Use
that for a dissolve at its own progress per subject, a hit flash at its
own age, a fill level per instance — a material per entity is for when
the LOOK differs, not when a number does.
> New to how a material relates to its shader, its textures, and the live GPU
> material behind it? Read `core/resource-model` first. It also covers the
> difference between an authored `.material` asset (this type) and a runtime GPU
> material made with `renderer.material.create`.
## When to use one
- You want a named surface configuration an entity wears by referencing it
from its `Model` component (`material = "@.../<Name>"`).
- You want runtime property tweaks (`asset.resolve(ref):setProperty(...)`) to
affect every entity using the material at once.
- You want to publish a curated look (`Gold`, `RedGlow`,
`BrickWall`) other authors can reuse without re-typing shader
bindings.
If you need a brand-new lighting model or a custom visual effect, you
need a `.shader` first; the material wraps it.
## Where it lives
- Source: `/zero/source/.../<Name>.material/`
- Identity: `<Name>` (the `.material` suffix strips).
- Folder shape:
- `mat.yaml` — canonical material spec (shader + property values).
**Required.**
- `preview.png` — the material's rendered shader-ball still, its
persisted visual description. **Required.** Rendered when the
material is staged (`zm add`) with its preview missing or stale, and
by `generatePreviews`; it syncs, publishes, feeds image-based search,
and gives browsers a thumbnail.
- `README.md` / `.metadata` — optional prose + tags, indexed when an
author writes real ones.
- `textures/` — optional folder for embedded textures. Validator
allows the folder; its interior is unrestricted.
- `shaders/` — optional folder for a co-located custom shader.
Same rule.
## How to create one
```luau
asset.create("material", "<Name>")
-- Creates: /zero/source/<Name>.material/
-- mat.yaml (shader binding + property scaffold)
-- preview.png (rendered when the material is staged with `zm add`; the
-- picture lands as a change the next `zm add` stages)
-- `folder` places it in a subfolder of /source instead of the root:
asset.create("material", "<Name>", { folder = "materials" })
```
Pass the shader and initial values through `asset.create`, then tune with
`setProperty` and keep what you tuned with `saveDefinition`:
```luau
local mat = asset.create("material", "<Name>", { shader = "@builtin::shaders.pbr" })
mat:setProperty("base_color", { 0.8, 0.6, 0.1, 1 })
mat:setProperty("roughness", 0.3)
mat:saveDefinition() -- writes the tuned values into mat.yaml
```
This mints the `.material` asset and returns a handle you tune with
`setProperty`. A set is a runtime change: it reaches the GPU material and every
entity wearing it, and `saveDefinition` is the call that writes it into
`mat.yaml`, so a property driven every frame costs no file write and leaves the
authored file as its author wrote it. A purely runtime `asset.create` lives only
for the session.
For an ephemeral, runtime-only GPU material that is not an asset at all, use
`renderer.material.create` instead (see `core/resource-model`).
## How it operates
1. **Property reflection.** The bound shader's uniform struct fields
become the material's configurable properties — no manual property
declarations needed. `naga` introspects the shader at load.
2. **Property values.** `mat.yaml` groups values by type, each block
keyed by the shader's field names: `properties:` holds scalars and
colors/vectors, `ints:` holds integer-typed fields, `bools:` holds
boolean-typed fields, and `textures:` holds texture slots. Omitted
fields take the shader's default. A scalar is a bare number
(`roughness: 0.5`); a color or vector is an array
(`base_color: [1, 1, 1, 1]`). `shader:` is the shader's identity
string. This is the shape every material the engine writes uses. A
`saveDefinition` writes the changed values into the file where they
already stand and leaves the rest of it — its comments, the order of
its keys and blocks, the spelling of its literals — untouched. The older
`floats:` / `colors:` blocks (with `{ r, g, b, a }` map colors) still
load for materials hand-authored that way.
3. **Render state.** `render:` holds how the mesh is drawn rather than
what the shader reads: `blend` (the equation the fragment composites
with, also spelled `type`), `cull`, `depth_write`, `depth_compare`
and `topology`. The `.shader` type README's "The render block"
section lists every value each key takes, and `asset.create`'s
`render` argument takes the same keys and values.
4. **Application.** An entity wears a material by referencing it from its
`Model` component (`material = "@.../<Name>"`). Materials affect every entity
that references them; runtime `asset.resolve(ref):setProperty(...)` changes
propagate to all of them immediately, and last until the next mode change
unless `saveDefinition` writes them into `mat.yaml`.
5. **Texture binding.** Texture slots accept `color:r,g,b,a` for
solid colors, `default:white` / `default:black` / `default:normal` for the
engine's own fallback texels, `@builtin::textures.<name>` for builtins,
`path/to/image.png` for file textures, or a render-target handle
for camera renders. The GPU texture cache reads the `color:` and
`default:` forms from the string itself, so a slot written in one names no
asset and carries nothing with the material when it travels; every other
form names a texture asset the slot depends on.
A texture in `base_color_texture` is multiplied by `base_color`: every
built-in surface shader declaring both draws the texture's colour times
`base_color`, channel by channel. Under the default white `base_color` the
texture shows as itself, and a coloured `base_color` tints it. The two
read a colour differently: `base_color` is linear, and the slot reads its
texels as sRGB-encoded, a `color:` value's included, the way it reads an
image. A colour stated in both places is therefore multiplied by a darker
copy of itself: `color:0.62,0.14,0.05,1` in the slot decodes to
`0.34, 0.017, 0.0039`, so beside `base_color` `0.62, 0.14, 0.05` the
surface draws `0.21, 0.0024, 0.0002`, far darker than either. State a
solid colour once, as `base_color`, and leave the slot at its default
white.
6. **Hot reload.** Editing `mat.yaml` repacks the GPU uniform buffer
on the next frame; visible immediately.
7. **Inspector.** `type.yaml` names `inspector: { type: "inspector.luau" }`,
and `inspector.luau` declares the material's sections beside the generic
ones: `shader` (the bound shader, swappable), `properties` (each shader
field as its typed control) and `textures` (each texture slot as an asset
chip). They read the material through `mat:getShaderRef()` (the bound
shader's ref, `~` expanded) and `mat:getTextures()` (slot name →
`{ ref, name }`: the bound texture's guid and the id the material names
it by). An edit there is an authoring write: `mat:writeProperty(name,
value)` and `mat:writeTexture(slot, texture)` write the value into
`mat.yaml` (and drop the session's own value for it, so the material
reads what the file holds), and `setShader` rewrites the file; inside an
undo operation each file write is recorded, so undo puts `mat.yaml` back.
`setProperty` / `setTexture` stay runtime writes that last until the next
mode change.
## Discovery
- `asset.list("material")` — every registered material.
- `asset.inspect("<name>")` — shader binding, property values,
source path, this type README.
- `ls /zero/source/<Name>.material` lists the files the folder holds.
- `asset.resolve("<name>"):getProperties()` — the property fields exposed by
the bound shader, each at the value it currently holds: what `mat.yaml`
authored until something writes to the material, and the written value from
then on, whichever call wrote it. That is the value the surface is drawn
with. Read them back rather than guessing names; which fields exist comes
from the shader.
- `asset.resolve("<name>"):getDefinition()` — the authored `mat.yaml` bytes,
the value the material rests at.
- `asset.resolve("<name>"):getShader()` — the shader the material binds.
## Authoring conventions
- Use lowercase, descriptive names (`brushed_steel`, `red_glow`,
`tarmac_wet`). Avoid shader-name suffixes in the material name —
the binding lives in `mat.yaml::shader`.
- Drive every property the shader exposes; defaults are a fallback,
not a contract for which fields exist.
- Embed textures alongside the material (`textures/` subfolder) when
they're used only by this material; reference shared textures from
`@builtin::textures.*` or a library.
## Common pitfalls
- **Property names must match the shader's uniform struct exactly**
(case-sensitive). Misnamed properties silently get the shader's
default.
- **`base_color_texture` multiplies `base_color`.** A `color:` texture holding
the same value as `base_color` multiplies the colour by its own
sRGB-decoded value, so the surface renders far darker than the value
written. Write a solid colour as `base_color` alone.
- **Broken shaders break the material.** A material whose shader has a
parse error renders as the magenta checkerboard. Inspect the shader
first if the material looks wrong.
- **`setProperty` targets the material, not the entity.** Changes affect
every entity that references the material.
- **`setProperty` is a runtime change.** It reaches the GPU, not the file:
call `saveDefinition` to write the current values into `mat.yaml`. For a
per-entity override that no other entity sees, give the entity its own copy
with `Model:applySessionMaterial(renderer.material.create(...))`.
- **Renaming the folder changes the identity.** Update every `Model`
component and `asset.create` callsite that references it.
## Related types
- `.shader` — defines what properties exist; required before a
material can bind to it.
- `.preset` — captures a component configuration; conceptually
similar to a material, but for components instead of shaders.
# ScreenSpaceReflections
Reflections off the scene's own drawn frame, as a one-feature component. A
scene lists its features together, each with its settings, on `RenderFeatures`
(`{ feature = "@builtin::systems.reflections.ssr", settings = { ... } }`); this
component carries the same knobs as fields for one feature.
```lua
local id = entity.spawn("reflections").id
entity(id).component.add("ScreenSpaceReflections", {
intensity = 1.0,
maxDistance = 40,
quality = "high",
})
```
Polished floors start reflecting what stands on them, wet ground reflects what
is above it, and metal picks up its surroundings — all from geometry the camera
can already see, with nothing authored per surface.
Roughness decides who gets them. A screen-space ray traces one direction, which
is a mirror; `roughnessCutoff` is where that stops being a fair stand-in for a
surface's real lobe, and past it the pass leaves the surface alone.
Every field is live: edit one in the inspector and the reflections follow.
Setting `intensity` to 0 turns them off without losing the rest of the settings.
How much a reflection shows through is the surface's own Fresnel term, so metal
takes almost all of it and a dielectric floor takes a few percent head-on and
more at a grazing angle — the same way a wet road reads dry underfoot and
mirror-like down the street.
For code that adjusts reflections at runtime, reach for
`@builtin::systems.reflections.ssr` — same options, no component.
The full description of what each knob does and how the passes work is in the
package readme: `guides { path = "systems/reflections" }`.
# Polished floor
A polished stone floor with three coloured pillars standing on it, under an
afternoon sky, with screen-space reflections listed on the scene's
`RenderFeatures` entity — so the floor reflects the pillars, and a player
walking across it, rather than the sky alone.
Load it with `scene.load("@builtin::systems.reflections.demo.polished_floor")`.
Players arrive facing the pillars from floor height, which is the grazing
angle a polished dielectric reflects at most strongly.
## What it shows
- **The feature on one entity.** `render_features` carries a `RenderFeatures`
list with `@builtin::systems.reflections.ssr` at `intensity = 1`,
`maxDistance = 60`, `quality = "high"`. Delete the entity and the floor
mirrors the sky alone; put it back and the pillars stand in the floor.
- **Only what the camera sees.** A pillar's reflection comes from the frame
the camera drew, so turning away from a pillar takes its reflection with it,
and the reflection fades toward the screen edge rather than cutting off.
- **The environment underneath.** Where a ray finds nothing the floor keeps
the sky reflection the environment gives it, at the same mip and Fresnel
weight, so the seam between the two is a change of content and not of
brightness.
- **Roughness decides who reflects.** The floor sits at roughness 0.06, the
pillars at 0.55 — above the feature's `roughnessCutoff` — so the floor is the
one surface tracing reflections in the scene.
## Contents
- `floor` — a 60 m slab of `PolishedStone`, a near-black dielectric at
roughness 0.06, with a collider.
- `pillar_1..3` — 1.6 × 5 × 1.6 m boxes in `PillarRed`, `PillarGreen`,
`PillarBlue`, sunk into the slab.
- `sun`, `ambient`, `sky` — a side-lit afternoon under a `ProceduralSky`.
- `render_features` — the `RenderFeatures` entity this scene exists for.
- `PlayerSetups` / `Spawns` — the humanoid player on an orbital-follow
camera, spawning in front of the pillars. The scene's player intent is
`"spawns"`.
## Entry point
- `entrypoint.luau` — nothing to set up: the reflections run from the
`RenderFeatures` entity the moment the scene loads.
# ssr
Screen-space reflections — polished floors reflect what stands on them, from
the frame the engine has already drawn.
```lua
local ssr = require("@builtin::systems.reflections.ssr")
ssr.set({ intensity = 1, maxDistance = 40, quality = "high" })
ssr.get() --> the settings in force
ssr.active() --> are the reflection passes running
ssr.clear() --> off, settings kept for the next set()
```
`set` takes any subset — omitted fields keep their current value, so adjusting
one knob does not mean restating the rest. An `intensity` of 0 turns
reflections off and releases the passes rather than running them at zero
strength.
`roughnessCutoff` is the field that decides who gets reflections at all. A
screen-space ray traces one direction, which describes a mirror; past the
cutoff a real surface scatters over a lobe too wide for one ray to stand in
for, and the pass leaves those surfaces alone.
`maxDistance` and `quality` trade against each other. Quality sets how many
steps the march spends, so a long distance at a low quality samples coarsely —
reflections thin out at range rather than disappearing, because refinement
adapts to the step size on its own.
For reflections a scene should simply have, author the
`ScreenSpaceReflections` component instead — it carries the same settings,
persists with the scene, and edits live in the inspector. This module is for
code that changes reflections at runtime: a quality slider, a cutscene, weather
turning pavement wet.
The full description of what each knob does and how the passes work is in the
package readme: `guides { path = "systems/reflections" }`.
·renderfeature · born here
❒asset # ssr
The render feature behind `ScreenSpaceReflections` and
`@builtin::systems.reflections.ssr`. One compute pass runs at the
`afterDepthPrepass` seam, once the visibility raster has laid the frame's
depth and before anything shades:
| order | pass | output |
|---|---|---|
| 60 | `ssr_trace` | reflected colour plus a confidence weight, per pixel, into `@scene.reflection` |
That channel is what a material's environment term reads the same frame, at
its own pixel: the traced reflection stands in for the probes and the sky to
the degree the trace trusts it, and the material's own Fresnel, roughness and
tint weigh it into the pixel the way they weigh any environment. Nothing here
touches the lit picture.
The trace marches against this frame's depth, which the visibility raster
has just written, so the reflection stands where the camera is now. What it reads
about the surfaces — the reflecting surface's normal and roughness, the hit's
normal and its colour — comes from the previous frame: the G-buffer as that
frame left it (`readsPrevious`), and `@scene.colorHistory`, the light it
ended with, each reprojected through the previous view-projection
`@frame.camera` carries in its rows `[5..9)`. A point the previous frame did
not show reflects its environment alone.
## The march
`ssr_trace` reflects the view ray about the surface normal and walks it through
the depth buffer.
Steps are uniform in **screen** space, not world space. A ray heading toward
the horizon covers enormous world distance across a few pixels, so stepping in
world units there means either missing every thin occluder near the camera or
spending the whole budget on distance nothing can be seen at. The world
parameter is recovered from the screen parameter through `1/w`, which is what
interpolates linearly under perspective.
At each step the ray's world position is compared against the world position
reconstructed from the depth sample under it. Comparing in world space is what
lets `thickness` mean a distance in world units rather than a depth-buffer
epsilon whose meaning changes with range.
The march looks only for the **crossing** — where the ray first passes behind
the depth buffer. Thickness is tested after bisecting that crossing, not
during the march: one march step covers roughly as much depth as a surface is
thick, so a ray tested during the march can jump from in front of a surface to
well behind it without ever landing inside it.
Bisection runs for whichever is larger, the quality tier's budget or however
many halvings bring one march step under `thickness`. A coarse march that
stopped bisecting early would leave the crossing bracketed more loosely than a
surface is thick, and every hit would then fail the thickness test — long-range
reflections would vanish outright instead of thinning.
A hit is rejected when the surface it landed on faces along the ray, because
what is on screen there is that surface's far side.
## What the channel holds
`ssr_out` is `@scene.reflection`: linear radiance in `.rgb`, and in `.a` the
confidence — the edge fade, the range fade, how squarely the ray carried on
into the scene, and `intensity`, multiplied — so `intensity` is how much of the
trace reaches the picture and a miss is a zero the material reads as "the
environment alone". The channel is cleared at the top of every scene render
this feature does not run for, so such a frame reflects the environment alone
too. The trace reads the light the previous frame ended with, so it runs on
the lit channel alone (`debugChannel = 0`); a camera drawing a diagnostic pass
is drawn lit first, unpresented, so the trace runs for where that camera
stands, and the diagnostic reads the channel traced for it.
The cutoff exists because a single ray describes a mirror: past it the lobe a
rough surface gathers over is wider than one ray can stand in for, and the
material keeps the prefiltered environment it already has.
# ssr_common
The screen-space reflection passes' shared ground: the view-space reconstruction from depth, and the ray-to-screen projection the march steps along.
Included with `#include "@builtin::systems.reflections.ssr_common"`.
·computeshader · born here
❒asset # ssr_trace
Marches a reflection ray through the depth buffer and reports where it hit.
## Includes
- `ssr_common`
## Bindings
| name | kind |
|------|------|
| `scene_color` | `texture2d` |
| `scene_depth` | `texture_depth` |
| `scene_normal` | `texture2d` |
| `scene_material` | `texture2d` (`sample: uint`) |
| `frame_cam` | `buffer` |
| `ssr_params` | `buffer` |
| `ssr_out` | `storage2d (rgba16f)` |
# Package (asset type)
A package is an asset — a `<Name>.package/` folder that bundles
components, modules, scenes, presets, tools, and any other typed
sub-assets under one identity, installed into a world as one unit.
Packages are how authoring sets get distributed across worlds.
A **library** is the addressable root scope content resolves under
(`@builtin`, `@<name>`) — a whole world mounted into this one under a
namespace, via `zeromind.installLib` / `world.installLibrary`. A package is
an asset that lives inside such a root, and one library holds as many
packages as its author put there. A package is installed by guid the
way every asset is (`zeromind.install`, `zeromind.installAsset`).
## When to use one
- You're authoring a coherent feature suite (character controller
stack, voxel engine, UI kit, animation library) and want to ship
it as one install target.
- You want a stable identity worlds can install and resolve sub-assets
against (`@<lib>::pkg.sub_module`).
- You want versioning + a per-package metadata layer that travels with
the contents.
If you're authoring inside a single world and don't need a separate
install lifecycle, you don't need a package — drop your `.component`
/ `.module` / etc. directly in `/zero/source/`. Packages are for
cross-world distribution.
## Where it lives
- Source: `/zero/source/.../<Name>.package/` (or, for legacy
packages, a folder containing `package.yaml` at its root).
- Identity: `<Name>` (the `.package` suffix collapses in identity —
mirrors `.module`). A file at `<Name>.package/<sub>/init.luau`
resolves under the same identity it would at `<Name>/<sub>/init.luau`.
- Folder shape (container-style — open child set):
- `package.yaml` — metadata (name, version, description).
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
- Sub-asset folders: any combination of `.component/`,
`.module/`, `.scene/`, `.preset/`, `.tool/`, `.toolbox/`,
`.material/`, `.shader/`, etc.
The validator permits unlisted children (`allow_unlisted: true`) by
design — packages are open containers.
## How to create one
```luau
asset.create("package", "<Name>")
-- Creates: /zero/source/<Name>.package/
-- package.yaml (metadata scaffold)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source instead of the root:
asset.create("package", "<Name>", { folder = "systems" })
```
Then scaffold sub-assets inside it:
```luau
local pkg = asset.resolve("<Name>.package")
asset.create("component", "Spinner", { into = pkg })
asset.create("module", "util", { into = pkg })
```
## How it operates
1. **Registration.** Writing `package.yaml` indexes the package with
the package registry.
2. **Install.** A package is installed by guid, the way every asset
is: `zeromind.install` from the shared library, or
`tools.use("zeromind", "installAsset", <guid>)` inside the engine. The
install writes the package's files (and the deps its `.refs`
record) into this world's source, so its sub-assets resolve here.
`tools.use("zeromind", "preview", <guid>)` reports what an install would
write before it writes anything.
3. **Sub-asset resolution.** Because `.package` collapses in
identity, sub-asset paths work whether the package folder is
suffixed (`<Name>.package/<sub>`) or not (`<Name>/<sub>`).
4. **Updates.** `tools.use("zeromind", "updates")` lists installed content
with upstream changes available; re-running the install pulls them.
5. **Metadata.** `package.yaml::name` overrides the folder stem if
present (rare); `version` + `description` are surfaced in the
package index.
6. **Hot reload.** Edits to sub-assets hot-reload as normal; edits to
`package.yaml` reload package metadata.
## Discovery
- `asset.list("package")` — every registered package.
- `asset.inspect("<name>")` — sub-asset catalog, source, this type
README.
- `ls /zero/source/<Name>.package` lists the files the folder holds.
- `library.list()` — the library assets registered in this world,
including the ones packages under an installed library contribute.
## Authoring conventions
- Name packages by their feature (`voxels`, `cameraRigs`,
`dialogSystem`), not by their owner — the host library is the
`@<lib>::` scope prefix.
- Cluster cohesive sub-assets together. A "character controller"
package should ship the controller component, its preset configs,
its supporting modules, and a demo scene — not just the component.
- Document the package's surface in `README.md` — what install
installs, what each sub-asset does, how they relate. Agents reading
`cat /zero/source/<Name>.package/README.md` get the full picture in one shot.
- Version conservatively — breaking a package means breaking every
world that installed it. Use semantic version bumps.
## Common pitfalls
- **Missing `package.yaml`.** Without it the folder isn't recognized
as a package even if it has a `.package/` suffix.
- **Dependency installs.** A package that depends on another package
must declare it (in `package.yaml::dependencies` once supported)
and the parent world must install dependencies in order.
- **Identity collapse.** Sub-asset paths skip the `.package` suffix.
Don't include `.package` in `require` strings.
## Referencing inside a package: the `~` rule
`~` means **this package**, resolved structurally from the referring file's own
location. It is the only package-specific syntax. It is rename-safe (no package
name is ever written) and library-agnostic (it never names the host library, so
it survives `@builtin` being renamed or the package being mounted elsewhere).
`~.tail` maps to `<pkg>.package/tail` from anywhere inside the package.
| Referencing from | Use | Example |
|---|---|---|
| An asset/module **inside this package** | `~.tail` | `require("~.modules.myThing")`, `shader: "~.shaders.myThingBlend"` |
| A **different package** under the same root | root-relative identity | `require("@root::systems.otherPkg.modules.x")` |
| A **different library's** public API (a deliberate external dependency) | `@otherlib::…` | `require("@physics::modules.rigidbody")` |
**Never write `@builtin::` (or any host-library name) to reference your own
package** — that couples the package to the library it currently lives in and
breaks if the library is renamed or the files move. Use `~.`. It works from
Luau `require()` and from asset-reference strings in data files (a material's
`mat.yaml` `shader:` field, a component's default asset ref); the engine
resolves it against the referring file's own package. `asset.resolve` takes a
`~.` name the same way, against the package of the file that calls it:
`asset.resolve("~.materials.myThingStandard", "material")`.
`~.` is the package-relative self-reference; `@root::` is the root-relative one
(the library root, or the world source tree for non-library content). The
`core/requiring-modules` guide covers the root model in full.
A package that ships substantial functionality should include a `.guide` asset
(a `<name>.guide/guide.md` folder anywhere under the package); the `guides` tool
discovers it live, so collaborators find the system the way they find built-in
guides. A package's test suite reaches the shared `Test` framework through its
enclosing asset: `local Test = asset.containing(__FILE__).modules.shared`
(`asset.containing` returns the deepest enclosing typed asset, the `.testSuite`,
not the outer `.package`).
## Related types
- Any of `.component`, `.module`, `.scene`, `.preset`, `.tool`,
`.toolbox`, `.material`, `.shader`, `.style`, `.service`,
`.importer` — packages bundle these.
## In the Inspector
Package: the name, version and description package.yaml declares, how many things the package holds and what they are, and **Open** for package.yaml. A package.yaml that does not decode is listed under Problems with the decoder's error.
# proc.ops
Op-family loader: registers every procedural op against the registry.
Part of `@builtin::systems.procgen.proc`.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Bundle (asset type)
A bundle is a composable, spawnable entity assembly— a saved entity
hierarchy plus its components, sub-assets (meshes, textures,
animations, materials, sub-bundles), and any nested data, packaged
into a single addressable identity. Bundles are the engine's "prefab"
primitive.
There are **two ways** to bring a bundle into a scene — and the
difference matters enormously for scene saving and live editing. See
"How to spawn" below before you write anything.
If you want one snapshot of a whole world / level, use a `.scene`.
## Where it lives
- Source: `/zero/source/.../<Name>.bundle/`
- Identity: `<Name>` (the `.bundle` suffix strips for use in
identities, but the on-disk folder keeps the suffix).
- Folder shape (container type — open child set):
- `entity_template` — JSON of the entity hierarchy + components.
**Required.**
- `preview.png` — a rendered still of the assembled hierarchy, the
bundle's persisted visual description. **Required.** Rendered when
the bundle is staged (`zm add`) with its preview missing or stale,
and by `generatePreviews`; it syncs, publishes, feeds image-based
search, and gives browsers a thumbnail.
- Anything else: meshes / textures / materials / animations /
sub-bundles. Validator allows arbitrary additional files
(`allow_unlisted: true`).
## How to create one
Two paths, depending on whether you have an in-scene hierarchy or are
authoring from scratch:
```luau
-- From an existing in-scene entity: composes the given entity tree into a bundle.
local bundle = asset.create("bundle", "<Name>",<entityProxy/id>)
-- Or scaffold an empty bundle, then update it from an entity:
local bundleRef = asset.create("bundle", "<Name>")
bundleRef:update(entityId)
```
## How to spawn
### 1. `Asset` component — live-linked (the canonical way)
**This is the primary way to put a bundle into a scene that survives
saving as an asset reference.** Spawn an empty entity, attach the
`Asset` component, point it at the bundle:
```luau
local car = entity.spawn("car_1")
car.component.add("Asset", { source = "<bundleIdentity>" })
```
What you get:
- The bundle's hierarchy spawns as **temporary** children under the
owning entity. They're real, addressable runtime entities, but
they are NOT serialized into `scene.json` on save, only the Asset component and its entity is saved.
- **Live editing of the bundle is supported.** When you edit
anything inside the `.bundle/` (entity_template, meshes,
materials, sub-bundles, components), every entity in the world
carrying that `Asset` component automatically tears down its
spawned children and rebuilds them from the new template — same
frame, no restart, no manual reload. The `onAssetReload` hook in
`Asset.component/init.luau` drives this.
- **Per-instance overrides survive across reloads.** Move a spawned
child, rename it, add/remove components on it, edit a component's
public state — the changes land in the Asset's `public.diff` (a
sparse delta keyed by the child's `original_id`) at save time and
are replayed by `bundleRef:instantiate()` on next load. The bundle stays
a single source of truth; per-spot tweaks ride on top.
- **Stable child ids across reloads.** `public.idMap` records the
`original_id → runtimeId` assignment on first spawn; on every
subsequent spawn the same mapping is reused so cross-entity
references (e.g. `SkinnedModel.skeletonRoot = "ent_xxx"`) stay
valid.
### 2. `bundleRef:instantiate` — baked, no live link
Resolve the bundle and instantiate it onto an entity — this spawns the
children **without** the live-link plumbing the `Asset` component
provides:
```luau
local car = entity.spawn("car_1")
asset.resolve("<Name>", "bundle"):instantiate(car)
```
What you get — and the trade-offs:
- The children spawn as **regular** (non-temporary) entities. On the
next `layers.active:save()`, the entire spawned hierarchy is serialized into
`scene.json` verbatim.
- **No live link to the bundle.** Editing the `.bundle/` after the
fact has no effect on already-spawned hierarchies. The bundle was
effectively consumed at spawn time.
- Scene-save / restore round-trip works the same as for any other
hand-authored entity tree.
Use this path when you want a one-shot expansion of the bundle into
permanent scene state (e.g. you're populating a scene's static
layout from a parametric bundle and don't want a live link).
You can convert a live-linked instance into a baked one explicitly
via `Asset:bakeIntoScene()` — this drops the `Asset` component and
promotes the temporary children to permanent scene entities.
## How it operates
1. **Registration.** Writing into a `.bundle/` folder indexes the
asset with the container-category restore plumbing.
2. **Inner refs.** Component fields that reference assets inside the
bundle use the `__ref` shape (`{ "__ref": "<guid>", "name": "...",
"type": "..." }`). The asset registry resolves them at spawn
time.
3. **Identity preservation.** The `.bundle` suffix stays in the
identity for container types — `<Name>.bundle` resolves under
that exact string, distinguishing it from any `<Name>.scene` at
the same stem.
4. **Hot reload.** Saving `entity_template` (or any file in the
bundle directory) fires the engine's per-asset content-changed
hook, which calls `onAssetReload("source")` on every entity
whose `Asset` component points at the bundle. Each carrier
despawns its children and re-instantiates against the new
template — typically next frame.
## Discovery
- `asset.list("bundle")` — every registered bundle.
- `asset.inspect("<name>")` — sub-asset catalog, source, this type
README.
- `ls /zero/source/<Name>.bundle` lists the files the folder holds.
## Authoring conventions
- Prefer `bundle:update()` or `asset.create("bundle","<name>",entity)` over hand-authoring `entity_template`. The
in-scene composer wires `__ref` shapes correctly and pulls in every
transitively-needed asset.
- Keep bundles focused — one prefab per bundle. If you have a "vehicle
+ driver + sound" assembly, split into three bundles and reference
them from a scene rather than packing all three into one bundle.
- Name child entities meaningfully — bundle interiors are
inspectable, and stable IDs let other tooling (`entity_template`
edits, animation hooks) find them.
- Sub-bundles compose: a bundle's `entity_template` can `__ref` a
child `.bundle/`. The asset registry resolves them transitively.
## Common pitfalls
- **Confusing the two spawn paths.** `Asset` component = live link,
reference-only scene save. `bundleRef:instantiate()` directly = baked,
full hierarchy in `scene.json`.
- **Inner-ref guids drift.** If you copy an `entity_template` from
one bundle into another, the `__ref` guids may not resolve —
re-compose from a live scene rather than copy-pasting JSON.
- **The `.bundle` suffix is part of the identity.** This is the
container-category convention. Don't strip it in reference strings.
- **Live editing only fires for live-linked carriers.** Already-baked
entities don't update when you edit the source bundle.
## Related types
- `Asset.component` — the canonical mount point for a live-linked
bundle. See its README for the `idMap` / `diff` machinery in
detail.
- `.scene` — owns a whole world's worth of entities; spawns bundles
into itself via `Asset` components on per-spot entities.
## In the Inspector
Selecting a bundle opens its **Contents** section, from the bundle's inspect detail: the template's node count, its root, the component types attached across it, a table of each renderable node's mesh and material, and a link to each of those meshes and materials.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
# Texture
Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).