Log inGet started
·
agentskill · drop-in viewer
asset⌬ agentskillagentSkillprimary: skill.yaml·originates fromworld 07158574-5…

zeromind.agentSkill

The reference for ZeroMind's shared library: search, inspect, preview, install and engage, and how a find becomes a working part of the project.

by◐lumi·posted 15d ago
What it does

zeromind

The reference for ZeroMind's shared library: search, inspect, preview, install and engage, and how a find becomes a working part of the project.

This skill is served to every agent in the engine through agent_skill.

Interface

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

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

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

32+items
·
assettype · born here
❒asset
# agentSkill A skill packages what an agent needs to do one job well: the instructions, the assets and toolboxes the job runs through, and — for jobs with distinct branches — subskills that go deeper. Skills advertise themselves. Every registered skill's name and one-line description rides the agent's tool responses, so an agent discovers what this world knows how to do without being told to look. Invoking one returns the instructions plus the exact identities and tool names the job needs. ## Shape ``` <name>.agentSkill/ skill.yaml # the manifest: description, when, checks, dependencies, order instructions.md # the prose an agent receives on invoke README.md # what this skill is, for a human reading the tree .metadata # tags <sub>.agentSkill/ # optional subskills, reachable as <name>/<sub> ``` ## The manifest ```yaml $schema: zero/agent-skill/v1 description: Making a character a person can actually play. when: > Reach for this when the player should look like something else, or when you are about to build a camera and a body and wire them together by hand. checks: - check: Holding a movement key in play moves the body across the ground. observe: Read its position before and after holding the key; the numbers differ. - check: The body animates while it moves. observe: A time-sampled collage from a camera outside the player, while the key is held. dependencies: - "@builtin::tools.scene" - "@builtin::tools.scene.player" - "@builtin::components.PlayerPrototype" - "@builtin::docs.core.multiplayer" order: [spawn-points, camera-rig] ``` `description` is the line the roster carries, and the whole basis on which a skill is chosen. Name the job the skill makes a reader competent at, in the outcome they are after — "getting a scene's player and view right", "making content the engine will load". A reader scanning the roster is matching it against the job in front of them, so the closer it reads to their own sentence about that job, the sooner they open it. `when` is the longer trigger — the situations that should send a reader here, in the words they would use for their own task. `kind` says what the skill is to its reader, and `job` is assumed when it is left out. A `job` is work taken on and finished: opening it holds it, so it rides the reader's tool responses until it is released, and its `checks` say when it is done. A `reference` is knowledge for the whole session, such as how the engine fits together: opening it does not hold it, it is never released, and it states no `checks`, `stages` or `verdicts`, because it describes no job whose end they would mark. A check on a reference turns it into a step that one pass completes, after which its reader stops applying it. `checks` is what the reader of a job is answerable for at the end, and it leads the rendered skill, ahead of the procedure. Each entry pairs a **condition that must hold** with **where it is seen**, and both halves are required — a condition alone is satisfied by any glance, and the wrong vantage is how a job passes while every one of its faults sits outside the frame. Write them as observations someone else could repeat and disagree with: a number that changed, a thing visible in a named shot, a count that came back as one. A job publishes only once it carries at least one. `stages` models a skill whose passes run in order, when the order is load-bearing. Each stage is `{ name, detail?, checks? }`, and a check that sits in a stage is answered after that pass has run — which is the difference between a criterion that means something and one that misleads. A skill with no meaningful order leaves `stages` out and lists its checks flat; a skill that has one may do both, and the flat checks then read as the final gate. `verdicts` names the fixed set of outcomes a reader reports — at the end of each stage when the skill has stages, and once at the end when it does not. Each is `{ verdict, means }`: the word, and what reporting it asserts. Both halves are required for the reason both halves of a check are. A verdict is a check one level up, deciding a whole pass rather than one condition, and a bare `refine` is a label each reader fills in privately — so two runs report the same word about different states and nothing downstream can tell them apart. Saying what it means settles the boundary in the skill instead of in whoever happens to be reading it. A check marked `perRun: true` is one whose content is written for the job at hand: the manifest can say *keep a list of every feature this object must have and answer against it*, but not what is on that list, because that is per run. It renders with that instruction attached. ```yaml verdicts: - verdict: continue means: Every check in the stage held, and the next stage can build on it. - verdict: refine means: A check failed on something this stage can still fix. Run it again. - verdict: stop means: A check failed on something an earlier stage decided. Go back to it. stages: - name: blockout detail: Mass and proportion only. checks: - check: Every part on the identity list has a stand-in at roughly the right size. observe: A capture beside the reference, at the same angle. perRun: true - name: material checks: - check: Metal reads as metal and cloth as cloth. observe: The metallic and roughness passes, after the lighting stage has run. ``` `dependencies` is one flat list of asset **identities**: a toolbox, a single tool, a guide, a component, a module, another skill. Each entry is resolved when the skill is opened and reported with what it turned out to be, so a skill never declares "this one is a toolbox" — the asset says so, and the reader groups by that. Identities are what make a skill portable. They pin like any other reference, so installing a skill into another world brings the toolboxes and guides it runs through along with it. A bare name (`scene`) or a guide path (`core/multiplayer`) resolves to nothing and is refused before publish. A toolbox entry lists the tools it carries, and a tool entry carries its own signature, so the instructions never restate a call contract that can drift. An identity this world lacks is reported as missing rather than dropped. Write instructions that name the toolboxes and tools a job runs through, and leave the call form to the reader — an agent may be holding the MCP tool surface, the shell, or Luau, and the signatures are listed for it either way. ## Subskills A `<sub>.agentSkill/` folder nested inside a skill is a subskill. It has the same shape as its parent and is invoked as `parent/sub`. Subskills are reachable only through their parent: they are absent from the roster and from `skills.list`, and appear in the parent's invoke result. A skill can therefore carry a dozen narrow procedures while costing the roster one line. `order` in the manifest names the subskills that lead. Any subskill it omits still appears, sorted by name, after the ordered ones — so adding a subskill folder is the only step needed to publish it. ## Publishing one Make a skill and it is live: it joins the roster agents read and it opens by name from the moment it exists. Edit its description and that is the line agents see next. A skill lives anywhere under `/zero/source/`. `asset.create` hands you a valid one to fill in: ```luau asset.create("agentSkill", "waveSpawning", { folder = "skills" }) ``` A skill's scope — `builtin`, `library`, or `world` — comes from where it lives rather than from anything it declares, so a world's own skill always reads as the world's. ## Opening one ``` agent_skill {} -- the roster agent_skill { name = "scenes" } -- one skill's instructions + deps agent_skill { name = "scenes/player-setup" } -- a subskill ``` The same three through the toolbox — `skills.list`, `skills.invoke` — and from Luau via `tools.use("skills", "invoke", "scenes")`. `asset.inspect` on a skill ref returns the structured record all of them render. Skills authored in a world are the world's own, and are labelled as world content wherever they surface beside built-in ones. ## In the Inspector Skill: what the skill is for and when it applies, how many checks and verdicts it declares, its stages, a link to each asset it depends on (and a problem for each that does not resolve), its subskills, and **Open** for instructions.md.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) An asset type says what a kind of asset is: the files an asset of the kind is made of, the code that gives it behaviour, the interface a person uses to work with it, and how it is found, pictured and checked. A `<typename>.assetType/` folder declares a type called `<typename>`, and every `<name>.<typename>/` folder is an asset of it. `assetType` is itself a type, so a type is an asset like any other: it is created, versioned, installed and contributed the same way. ## Making a type `asset.create("assetType", "<typename>")` scaffolds a type. The type registers the moment its folder is written, anywhere under `/zero/source/`, and from then on `<name>.<typename>/` folders are its assets. An asset of a type that is not registered yet is not an asset, so make the type first. A type folder is a root: `~.x` in any file inside it names the type's own `x`, wherever the type is installed. Keep the type's whole implementation inside its folder and reach it that way. What a type folder must hold is set by this type's own `type.yaml`, the same way every type's `type.yaml` sets what its assets hold. `asset.validate` on a type reports anything missing, and the scaffold produces a folder that passes. ## What sets your type's schema (`type.yaml`) `type.yaml` is the structural contract every asset of the type is checked against. The keys below are the ones the engine reads; a key not listed here is ignored. | Key | What it controls | |---|---| | `suffix` | The folder suffix of the type's assets. Defaults to `.<typename>`. | | `primary` | The file or files that are the asset's content: what the asset resolves to when it is used. | | `entry_files`, `primary_aliases` | Further files that load as the asset or share its identity. | | `is_container` | Whether the suffix stays in the identities of what the asset holds. | | `is_opaque_walker` | Whether a walk of the tree stops at the asset and registers only its primary. | | `plural_dir`, `classify_exts` | Loose files in a folder of this name, or with these extensions, are assets of the type. | | `is_text_default` | Whether the asset's files are text unless stated otherwise. | | `broadcasts_subassets` | Whether assets nested inside an asset of the type are found by their own short name. | | `root` | `true` makes every asset of the type a root, so `~.x` inside one names that asset's own `x`. | | `contract_ref: { field, category }` | A key of the primary file that names another asset the asset is built on. | | `files: { required, optional }` | The files an asset holds (below). | | `allow_unlisted` | `false` reports every file the type does not declare. | | `aliases_from: [{ file, key }]` | Further names an asset answers to, read from its own files. | | `settings:` | Typed per-asset settings (below). | | `inspector:` | The interface people use for the type and its assets (below). | | `preview:` | How an asset is pictured (below). | | `references:` | Names of other assets the type's files carry (below). | | `indexing:` | What search reads for each asset (below). | | `describe:` | How a missing description is generated (below). | ### The files an asset holds Each entry under `files.required` or `files.optional` is `{ path, kind: file | folder, one_of_group?, content? }`. `*` in a path matches within one segment. Entries that share a `one_of_group` are satisfied by any one of them. `content` lists checks on the file's bytes: | Check | Passes when | |---|---| | `non_empty` | the file has content | | `json_field { key, type?, non_empty?, accept? }` | the JSON holds the key (a dotted path) with that shape | | `yaml_field { key, type?, non_empty?, accept? }` | the same for YAML | | `described { keys?, headings?, message? }` | the file says what the asset is (see "Ask your assets to say what they are") | Each check takes a `message`, which is what the author is told when it fails. ### Settings `settings: { values, schema: { type | instance, export? } }` gives every asset typed settings. `values` names the file an asset's values live in; `schema.type` declares one schema for the whole type, and `schema.instance` names a file each asset declares its own in. `asset.create` writes the resolved values, and a write to the values file reaches `onChange` with what changed. ## The human side (`inspector.luau`) A type is used by people through its Inspector, and without one the type is usable only from code. The Inspector is the type's interface for a person: for a procedural graph it is the graph editor, for a kit it is the tracking view of what the kit holds and what is still missing. Writing it is part of writing the type. `inspector: { type, instance? }` in `type.yaml` names the files. `type` is the interface for the type itself and for its assets; `instance` names a file an asset may ship to add its own. Each returns: ```luau return { sections = { { id = "graph", title = "Graph", build = function(ctx) ... end } }, replace = { contents = { ... } }, -- replace a default section by id order = { "graph", "contents" }, -- section order } ``` `build(ctx)` receives the asset and builds the section. A section's `title`, and the text its rows carry, is a string or an `i18n.text` value read from a catalog (`i18n.text("inspectors.mesh.title")`), which follows the editor's language. `asset.create("assetType", ...)` scaffolds a working `inspector.luau` to start from. `asset.validate` on a type that names no inspector, or names one that does not load, reports it. ## Say what your type is for (`about.yaml`) Every type carries an `about.yaml` that says what the type is for, in three plain-language texts: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game, in the words a game maker uses. Up to 800 bytes. - **`function`** is how it works today: what an asset of it is made of and what the engine does with it. Up to 1500 bytes. - **`usage`** is what a person or an agent does with one. Up to 1200 bytes. Write about the type as a whole, not one asset of it, and say what it does now. Agents read these texts to learn when to reach for the type and how; people searching find the type by them. The scaffold starts each text with `[[describe]]` and a note on what to write; a text that still starts that way counts as not written. `services describe` can write them. They show up in `asset.inspect` as `detail.about`, in `assetTypeRef:getAbout()`, at the end of the type's `types/<typename>` guide, and at the top of the type's Inspector. ## Ask your assets to say what they are A type can require each asset to carry a description: a file, written by the author or generated, saying what the asset is and what it is for. Declare it with a `described` check: ```yaml files: required: - path: "README.md" kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` A file that is missing, empty or still has a line starting with `[[describe]]` fails the check, and so does a YAML file whose named `keys` are missing or over their `max_bytes`, or a Markdown file missing a named heading. `asset.validate` names the asset, and a push that carries it is refused with `message`. `services describe` finds such assets and writes their descriptions. `describe:` steers what is generated: ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` An example is an asset of your type whose description is a true, written one, never a placeholder and never the asset being described; with none, leave `examples` empty. A type whose assets the model cannot perceive (a sound, a motion) says so in `guidance`, and the description is drawn only from what the asset's own files state. Start the file unwritten in your `template/`: a heading and one line starting with `[[describe]]`, never example content, which every new asset would carry verbatim. A type whose assets say what they are through their own content (a mesh, a texture) declares no check. ## The type's code (`behavior.luau`) `behavior.luau` returns one table. These are the keys the engine reads from it; anything else on the table is the type's own. ### What the type's assets can do | Key | Shape | What the engine does with it | |---|---|---| | `ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every asset of the type: `ref:name(...)`. | | `modules` | `{ [name] = require(".x") }` | Code the type's assets reach with `asset.containing(__FILE__).modules.<name>`. | | `events` | an events schema | Events an asset fires. Readers subscribe through `ref.events.<name>:connect(...)`; the type fires them. | | `refShapes` | `{ [method] = function(self) -> (typeExpr, source?) }` | The result type of a `ref` method for one particular asset (below). | | `namePattern` | a Lua pattern | The names `asset.create` accepts for the type's assets. Default `^[A-Za-z][A-Za-z0-9_]*$`. | | `derive` | `{ output, module, compute, fingerprint, matches?, required?, timeout? }` | A file computed from the asset when it is committed; a `required` one holds the commit until it lands. | Some `ref` names mean the same for every type, and the engine calls them: - **`instantiate(self, target?, opts?) -> (root, idMap)`**: puts the asset in a scene. Defining it is what makes the type scene-instantiable. Its return is a contract (below). - **`inspect(self) -> detail`**: what `asset.inspect` reports for the asset beyond the common record (below). - **`preview(self, opts)`**: renders the asset's picture; it wins over the type's `preview:` recipe. - **`previewMaterial(self) -> { material }`**: the material a `surface` preview paints. - **`saveDefinition(self)`**: writes the asset's in-memory edits back to its files in edit mode. Some names are answered for every asset before the type is asked, so a `ref` entry of the same name is never reached: `getSource`, `getBytes`, `getText`, `exists`, `deps`, `canInstantiate`, `canPreview`, `preview` (which calls yours when you define one), `meta`, `runtime`, `events`, `typeRef`, `modules`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. ### When the engine calls the type | Hook | Signature | When it runs | |---|---|---| | `onCreate` | `(name, opts) -> { [path] = contents }` | On `asset.create`. Returns the files of the new asset, laid over the type's `template/`. Annotate `opts`: its type is the schema `asset.create` checks the caller's arguments against. A `""` key writes a single loose file. | | `onReplace` | `(dest, files) -> files` | On an `asset.create` over an asset already at `dest`, after `onCreate`, so what the author added can be carried into the replacement. | | `onRegister` | `(self)` | Once per asset, when it first registers: when the world loads, on a live `asset.create`, and when an asset arrives later (installed, pulled, synced). This is what makes an asset take effect the moment it is written. | | `onChange` | `(ref, change)` | On every write to a file inside an asset of the type. `change` is `{ path, asset, type, kind, origin }`, plus `settings` and `settingsChanged` for a write to the settings values file; `kind` is `edited` or `seeded`, `origin` is `local` or `remote`. Filter on `change.path`. Writes to one asset arrive in order, each after the hook for the one before has finished, and the hook may wait on what it reads. A write the hook makes inside its own asset arrives later like any other, so keep the hook convergent. | | `onDependencyChange` | `(ref, change)` | When a module the asset's code requires is re-run, or a name the asset carries starts resolving. `change.kind` is `dependency`. | | `onDelete` | `(ref)` | When an asset of the type leaves the world: deleted, or the world it is in is swapped away. | | `validate` | `(ref) -> { { code, message, severity?, path? } }` | On `asset.validate`, after the `type.yaml` checks, for the type's own rules. `severity` defaults to `error`. Runs on every push, so a type's rules hold at publish. A hook that fails reports `validate.hook_failed`. | ### Settings hooks | Hook | When it runs | |---|---| | `settingsDefaults(name, opts, asked) -> table` | Once per `asset.create`, for values the schema's defaults do not give. | | `settingsCorrections(values, name, opts) -> (corrections?, reasons?)` | On every settings write. A correction to a field the writer named refuses the write, giving the reason. | | `settingsDerivedDefaults(values, explicit, changed)` | On a settings write, for fields derived from others. | | `normalizeSettings(values, stored?)` | On every read and write, to map an earlier spelling of a field to the current one. | | `settingsHealed(values, stored)` | On a read, to repair stored values. | | `settingsSchemaProblem(schema, ref) -> string?` | When an asset's own schema is read; a returned string refuses the schema. | `creationInputs` (`{ [opt] = true | selectorOpt }`) names `asset.create` options that are inputs to the type rather than settings. ### Reloading An edit to `behavior.luau` reaches existing assets with no restart. ## How an asset is pictured (`preview:`) | `kind` | The picture is | The type provides | |---|---|---| | `instantiate` | the asset placed in the preview studio through its `instantiate` | `ref.instantiate` | | `image` | a file the asset holds, fitted to the frame | `source: { files }`, the candidate files in order | | `surface` | the asset painted on a mesh | `mesh`, and `ref.previewMaterial` | | `custom` | whatever `ref.preview` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` `angle: [yaw, pitch]` turns the camera. The studio owns the light, the backdrop and the framing, so an asset pictures the same in every world. A type with no `preview:` that defines `instantiate` still answers `ref:preview()`. A picture is rendered when something asks to view it (the editor showing the asset, `ref:preview()`), when previews are generated on request (`assets.generatePreviews`), and when the asset is staged. An edit alone renders nothing. The picture records what it was made from, so a stale one is told from a current one. ## The names your type's assets hold (`references:`) Where your type's own format or API carries the name of another asset, declare it here: ```yaml references: keys: # a top-level key of the type's files that holds a name, or a table of them - { key: "shader", type: "shader" } args: # an argument of a call, counting from 1 - { call: "g:node", position: 2, type: "procNode" } fields: # a field of the options table a call takes - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same from a script. ## What search reads (`indexing:`) `indexing:` is how assets are found. Search reaches an asset only through what its type's `indexing:` names, and adds nothing of its own. That includes you: an asset indexed badly is one you cannot find later, when you are making something else and need it. A type whose assets are never looked for says `indexing: none`. ```yaml indexing: data: # text, read from the asset's files - role: identity extractor: verbatim source: { file: "README.md" } - role: interface extractor: symbols source: { files: ["init.luau"] } - role: implementation extractor: verbatim source: { files: ["init.luau"] } content: # the picture - role: identity modality: image source: { file: "preview.png" } facets: # what a query filters and re-ranks by file: ".metadata" rigged: { type: bool, from: { components: { contains: SkinnedModel } } } roughness: { type: number, filter: range, from: { file: "mat.yaml", field: "floats.roughness" } } ``` **Roles.** Each `data` and `content` entry has a `role`, and a query matches in two slots: - **`identity`**: what an asset is. For anything you look at, the picture; for anything else, the text that says what it is. - **`capability`**: what it does and how it is made. `interface` (the signatures or shape a caller uses) and `implementation` (the body) both count as capability, and a type with code usually declares both. Ask what a person would recognise an asset of the type by, and what it does, and point each role at the file that says it. For text, that is the asset's description: the file your template starts with a `[[describe]]` block, which the author writes or `services describe` fills in (see "Ask your assets to say what they are"). **`data`.** `extractor: verbatim` embeds a file's text as it is; `symbols` embeds the declared signatures of code. `source` is `{ file }` or `{ files: [...] }`. Never index a file name (`source: { field: name }`): one or two words carry nothing to match. **`content`.** `modality: image` embeds the picture itself, so a text query matches what the asset looks like. A type whose assets are looked at makes the picture its identity. **`facets`.** What a query narrows and re-ranks the matches by. `file` is embedded whole, so keys nobody declared in it are still found. Each further key is computed for every asset and states a value for every one, including `false`: a file can imply "not rigged" but never say it, and a query separates rigged from unrigged only because the unrigged ones say `rigged: false`. A key is `{ type: bool | number | enum, filter?: range, from }`, where `from` is `{ file, field }` (a field of one of the asset's files, dotted for nesting), `{ metadata: key }`, or `{ components: { contains | any_outside } }` (what the asset's entities carry). ## What blocks a push A push checks every asset it carries against its type. These refuse it: - a required file that is missing, a `content` check that fails, a `described` file not written yet; - an error from the type's `validate`. Unlisted files and warnings do not. A `described` file blocks only a push that changes the asset. When a push is refused, the message names each asset and what it lacks. `world.publishBlockers()` and `zm status` read the same list without pushing. ## Typing a result from the asset (`refShapes`) A `ref` method whose result depends on the asset (one entry per child folder, per row of a config, per control a map declares) can only be annotated as `{ [string]: Thing }`, which accepts any key. `refShapes` states the result for each asset instead: a function returning a Luau type expression for that asset, and the module whose types the expression uses. Read the asset; never run it. ```lua -- inputMap.assetType/behavior.luau M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` is checked and `map.noexisting` is reported. A per-asset type applies where the call site names which asset: a component field whose default names it, or an annotation `AssetRef<"inputMap", "<identity>">`. `asset.resolve(name, category)` carries only the category, and a name computed at runtime carries nothing, so calls on those keep the declared return. The type belongs to the call's result: index it there, or bind what you need from it there, and the names stay checked. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` shows what was published: `categories` (each type's method surface) and `returns` (per-asset results by identity, then method). An identity missing from `returns` was never published. Results are recomputed when an asset is written; at most 64 assets of one type are read. ## Putting an asset in a scene (`ref.instantiate`) A caller writes one piece of code against every instantiable type, so what `instantiate` returns is fixed: ```lua local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- compose the asset under `root`, now return Instantiable.result(self, root, idMap) end, } ``` **In.** `target` is the entity the asset lands under, or onto for a hierarchy type; with none, the type spawns a new root. `position`, `rotation` (three numbers in degrees, or a quaternion), `scale`, `name` and `temporary` mean the same for every type: `Instantiable.root` applies them to a root you make, `Instantiable.place` to one you adopt. Document any options of your own in the hook's `--!arg` docs. **Out.** `(root, idMap)`. `root` is the composed root, live when you return: build synchronously, never defer to a component's `awake`. `idMap` maps each original id to the spawned one, so a component that composes the asset again on every load can pass it back in and keep references into the composition. Every call goes through `Instantiable.result`, which refuses a root that is not live and turns a missing `idMap` into `{}`. ## Inspecting an asset (`ref.inspect`) `asset.inspect(ref)` builds a record every asset shares (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls `ref.inspect(self)` for the type's own `detail`: ```lua M.ref = { inspect = function(self) -- read the asset's own files, never runtime state: inspect works on an asset -- that has not been compiled, uploaded or registered return { --[[ what makes this asset what it is ]] } end, } ``` Without it, the record is the shared part alone, and an agent inspecting the asset learns nothing of what it is. A hook that raises leaves `detail` empty and sets `record.warning`. ## Discovery - `asset.list("assetType")`: every registered type. - `asset.inspect("<typename>")`: the type, its README and its `about.yaml` texts. - `asset.resolve("<typename>", "assetType")`: the type itself.
▲ 0↑ born
▣
module · born here
❒asset
# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars, with a chomping indicator (`-` strips the final newline, `+` keeps every trailing blank line, none keeps one newline) and an indentation indicator (`1`-`9`: the content's indent past the parent's), in either order (`|-`, `>+`, `|2`, `>1-`). A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), a block-scalar header it cannot read (`|x`, `|-+`, `|0`), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
▲ 0↑ born
·
agentskill · born here
❒asset
# interfaces The screen-building skill: author a UI as a styled widget tree the way you write HTML and CSS, register it, and then see it and drive it through the `gui` toolbox rather than reasoning about the tree. Covers the layout and paint model, entrance and idle animation, callbacks that fire in play mode, and the build → capture → play → iterate loop that gets a screen from blank to built.
▲ 0↑ born
·
agentskill · born here
❒asset
# debugging Finding out **when** something went wrong in a running world. The job this skill covers is not "what is the current value" — the current value is downstream of the moment that matters. It is: attach an instrument to running code, keep working, and be told the instant the thing happens. It exists because the reflex it replaces does not work. Running something, waiting, and taking a capture aims at a moment you cannot see: seconds pass between the call and the frame, and adding a wait only moves the guess. Polling is the same guess with more steps. Covers: probing a function call, a source line, or a value; using a condition to name the moment rather than every step toward it; reading the state a value was taken in before trusting the value; and cancelling what you armed. The trap it spends the most words on is the expensive one — a right value read in the wrong world, where the match already ended or the scene already swapped, nothing announced it, and every number afterwards means something else.
▲ 0↑ born
▣
module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
▲ 0↑ born
backing path · skills/zeromind.agentSkill

Problems

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

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

Usability ratings

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

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.